3
\$\begingroup\$

So I have a female avatar model and I have attached cloth model to it by binding it to skeleton rig. After that copying weights from avatar to the cloth model. Now when i export it as an fbx and open it in unity, it converts the whole model into a deformed shape. I have removed the errors related to scale compensation as well by running the (ScaleCompenstationOff ) mel script in Maya but still no success. Kindly let me know if you guys know of any solution to this problem !!!

enter image description here enter image description here

\$\endgroup\$
2
\$\begingroup\$

I might come a bit too late. I had the same issue, what I did to fix this was to copy and paste the following code and paste it on the MEL box:

{
string $selected[] = `ls -type joint`;
select -r $selected;
}

string $sel[] = `ls -sl`;
string $singleJnt;
for ($singleJnt in $sel)
{
setAttr ($singleJnt + ".segmentScaleCompensate") 0;
}

You have to do it everytime you make a new joint. Source

\$\endgroup\$
1
\$\begingroup\$

I've had this problem as well. What solved it for me was deleting non-deformer history for the model. (edit -> delete all by type -> non deformer history)

\$\endgroup\$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.