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…
Thanks for the offer but unfortunately I'm not allowed to share these specific files. However, I think I solved my problem! You might be able to test the issue yourself on your own model if you're curious (I'd be interested to know whether it's an isolated issue). I'm using Max/Maya 2013 by the way. The difference between…
what version of maya? if you want you can send me an fbx and I will re-export from maya 2013 and 2012 and see if it does it with both of them. alecmoody@gmail.com
If I take the FBX from the Unity project folder and import it back into Max/Maya, the pivot points are in the proper locations, which is why I don't understand the problem I'm getting.
Yeah we checked that; it's not an issue with the Pivot/Center toggle. Pivots are in the correct position in Unity if exported from Max but are at origin when exported from Maya. We can't just use the Center setting either because transformation data is based on the pivot point stored in the FBX so objects won't rotate…
Based on the description this sounds unlikely but have you checked the pivot settings in unity? Also, what happens if you load your incorrect pivot file into 3dsmax? Is the pivot still wrong?