FBX Issue Inside Unity3D

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Bartalon polycounter lvl 6
I just noticed an issue with imported Skinned Mesh Renderer objects in Unity3D. All of the meshes' pivot points default to 0,0,0 (origin) despite the pivot points being properly set inside Maya.

This problem ONLY happens if the object is a Skinned Mesh Renderer. If I export an FBX of just the mesh objects, the pivot points in Unity are in the proper location.

I also tried re-exporting my skinned model from Max and the pivots are positioned properly, which pretty much narrows the problem down to the Maya export. I've tried a bunch of different settings for the FBX and even matched the export settings to Max, but nothing seems to work.

Has anyone encountered this problem before or know exactly what the issue is?

Here are my FBX export settings for Maya, which doesn't seem to work, and Max, which worked:


Thanks in advance.


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