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..…
-Are you just using joints or a mix of deformers? Currently you can only work with joints and blendshapes within unity. -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…
Hi @MikeF thanks for the quick response. 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…
Max influences should be set to 4, but I'm not sure if that's your problem or not. More than likely you have a lot of dirty history on the object or forgot to freeze transforms before binding the skin. What kind of rig are you using? Do you have any constraints?