Hope it works out for you. Keep the autokey off when you go to bindpose otherwise you'll get a key set for that pose (which you don't want I guess). Make sure you have only one bind pose and that the history is deleted before skinning. It's important to have clean data baked onto your joints. The rotations from your…
Hi guys! I've been working on a character for my game for a couple of days now, and all of a sudden it just won't work in Unity... When ever I export it as an .FBX it will sometimes do okay, but other times it will sorta curl up and wrap into itself (see the picture).. http://img593.imageshack.us/i/weirdfold.png/ The weird…
That sounds interesting.. I will give that a try... When you say keep auto key off.. do you mean just turn it off before export or don't use it at all ?..
If the model is animated make sure you 'go to bind pose' on the first frame before exporting (keep auto key off). Can't really tell by your picture if you're having the same problem that I've experiencd with fbx, but the above helped me out.
Okay so I figured if out... finally.. The problem seemed to occur in the Maya, FBX and Unity relation.. if the metric settings in Maya was set to Meters, it would give the above result. However, if set to CM it would give a nice beautiful result... simple as that.. :) anyway.. thx for the help!.. :D
wuaw.. it seems to work.. !! Do you know what is happening.. I mean why is it so important to have the bind pose in the first frame?.. anyway Thank you so much!.. edit: wait... no.. nope.. didn't work after all.. worked on one file.. not the other though.. !..