Hello,
Running out of things to try when importing my mesh to unity. I have rigged a head ( for VR) to have some mouth movements.
The things i've tried are as follows..
bake animations key frames in maya before exporting
Keyframe animations and not bake on export / before exporting
Here is a screen of what it looks like..
Any solutions will be helpful. Thank you.
Replies
-What are your max influences set to when binding the joint to your mesh?
-check your player settings to make sure your max joint influences are high enough
-make sure animation compression is disabled in the .fbx import
-make sure the entire joint hierarchy and mesh is selected when exporting
-try setting to legacy animation mode in import settings
-if your test case is part of a prefab, try just draging a new instance into your scene hierarchy as skinned mesh renderers will almost always mess up once they have changes on a prefab.
i'm pretty close to figuring out the issue. Seems like my painted weights are messed up, now only the mouth part is deforming. I'm not sure which joint should have the entire mesh as a value of 1.
My max influences are set to default, anything it should be changed too?
Im using only joints
Player settings are at max for the bones
I'm selecting the entire joint hierarchy and mesh when exporting
I've tried legacy animation mode in imports
It's currently not a prefab
Another issue is the actual animations aren't going through. I can animate a cube and keyframe it, export and it imports just fine in unity. Ive tried with the same settings on my avatar head model, but no cigar.
What kind of rig are you using? Do you have any constraints?