Short version: I'm working with a group, we got rigging and animation files from someone we can't reach, there are issues, I'm an environment modeler with one animation class of experience trying to fix their stuff, we have a hard deadline this week.
1: I've got the source files in Maya (my experience is in Blender and 3ds Max). The rigged models are too small - they're 1 unit = 1 cm when they were supposed to be 1m. They need to be exported to FBX for use in Unity3d. I see that the fbx exporter has settings for scale factor that sounds like it could convert it to the right scale and the alternative sounds like setting up a controller, linking the rig and model to it and using that to scale; I barely remember how to do that in Max much less Maya.
2: WTF are BlendShapes? In my tests, it's appearing in Unity as a separate copy of the model offset from the main; it's not visible in Maya though there is a group in the object hierarchy for them. In the context of the model, I think they're linked to facial animation.
3: Are the bone controller handles and such supposed to be included with the FBX export?
Least anyone asks, no I can't share the files for contractual reasons, sorry.
Replies
2. They're morph targets. Vertex displacement maps... no idea what they're called in Maya.
3. They will if you export them. There should be an "export selected" option from Maya, I assume, so you don't have to export them.
3.