Skip to main content
Share Your Experience: Take the 2024 Developer Survey
2 votes
Accepted

Why do my 3D models look so different when imported into Unity?

I made a quick mockup with primitives in Unity, and it looks like this could be explained with just camera settings: This is the same collection of primitives, rendered with two cameras in Unity ...
DMGregory's user avatar
  • 135k
2 votes
Accepted

How can I make Maya or Blender model work with mecanim?

For the first question, read the documentation on preparing your model for mecanim: Preparing your own character and watch the introduction videos for mecanim on Unity's website Unity Animation ...
Morten's user avatar
  • 616
2 votes

Exporting Fbx from maya to Unity makes the model deformed

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: ...
Oscar Ortiz's user avatar
2 votes
Accepted

Can we merge multiple FBX files, using Maya, and export as a single FBX file?

Merging multiple FBX files is actually fairly easy. You first need to bring all of the FBX files into Maya. As I have found out, this is fairly simple. Just open an empty scene, and drag and drop the ...
Gnemlock's user avatar
  • 5,263
2 votes
Accepted

Poly Count in Unity games. 3d Asset detail

The polygon count you can get away with depends on a ton of details: How many objects you have in the scene How many different objects you have in the scene How many non-baked light sources shine on ...
Philipp's user avatar
  • 120k
2 votes

maya script editor: how to keep python code after execute

I find the best way is script editor > file > save script, i save script to test.py, script editor will create "test.py" tab, run code in this tab will not clear code after code is executed
chikadance's user avatar
2 votes

Model import generating self-intersecting warnings that weren’t there before

I just crossed my fingers that it wouldn't merge unwanted vertices and used "Merge vertices" in Maya. This worked for 95% of the affected polygons, the others were comparatively easy to find ...
v-i-c's user avatar
  • 31
1 vote
Accepted

How to convert a Unity transform to Maya's coordinate system?

It's not trivial. Maya uses a right-hand coordinate system, while Unity uses left-hand; Maya uses centimeters, while Unity uses meters; Maya also allows you to choose a rotation order for each node, ...
Panda Pajama's user avatar
  • 13.4k
1 vote
Accepted

3D Asset Creation. "Joining" parts VS Hidden/Redundant Faces?

First of all, combine the meshes. Such that what we expect to be a single object arrives as a single thing in the engine. There is no technical limitation preventing an object from having disconnected ...
Theraot's user avatar
  • 27k
1 vote
Accepted

Creating a Full Stadium of People, Ready as a Game Asset (ie. not too CPU intensive)

In answer to one of your comments: I actually have the same question, but regarding the seats in the stadium. Would it be better to make them in maya (all of them) or is it better to import just one ...
Kevin's user avatar
  • 6,150
1 vote

maya: cannot rotate ik control in command

update 18-6-22 I find the solution, maya default doesn't show all commands, I should script editor > history > echo all commands I need more code to change ik control in "control rig" status I select ...
chikadance's user avatar
1 vote

Vertices displaced when smoothing in Maya

Root Cause -The theory is that the issue is caused by merging vertices on an enclosed border. Half the time it works as expected, the other half it will bug out. (thanks to polycount user ...
daniellooartist's user avatar
1 vote

How do I import multiple animations into the same file in Unity?

If you are referring two or more animation on one object, I assume that you want to transition one animation to other. You would create states in Animator and transition states based of the parameter. ...
Tejas Jasani's user avatar
1 vote
Accepted

In Maya- how can I merge mulitple primitive cubes together into one parent item? (And is this actually needed for using in unity etc)?

What I was taught to do in Maya was to first remove faces that are inside of the model. These are unnecessary and up the poly count for unused faces. You can do this by selecting faces with the RMB ...
n_plum's user avatar
  • 394
1 vote
Accepted

How do I import a custom map into UE4?

Export your map from Maya (or any other tool) as an FBX file. Ensure your scale is centimeters, or the map will be incorrectly scaled in Unreal. Now open Unreal, right-click in the Content Browser, ...
JonS's user avatar
  • 299
1 vote
Accepted

Modelling meteoroid to scale in Maya LT

For the sake of answering the question I have also put up a post in the (Maya forums) and they've come up with the following solutions. Option 1. Change camera settings Go to Settings > Cameras ...
Thizzer's user avatar
  • 83
1 vote
Accepted

Maya 3d Model. 2+ Materials on a face? Snooker Table felt with lines overlay

There are a few ways you could accomplish this effect, likely more ways than I can list here: 1. Manual Tiling Open your tiled felt texture in an image editor like Photoshop, tile it manually to the ...
Ethan McTague's user avatar
1 vote

Downsides to automatic UV unwrapping

Like any automated tool, it's a matter of control, and whether you like the decisions the algorithm makes on your behalf. Occasionally, you have very particular needs for a UV unwrap that the ...
DMGregory's user avatar
  • 135k
1 vote

3D title Rendering in Maya For babylon Js Game Engine

It looks like the most notably absent elements in your engine render are shadows and ambient occlusion. I am not familiar with babylon.js but found these doc pages that will hopefully help you get ...
Ryan's user avatar
  • 965
1 vote
Accepted

Are the sides of a beveled rectangular prism considered "ngons", to be avoided?

Is that an ngon? It is a polygon with more than 4 sides, so yes, by definition, it is an ngon in this sense. Will it matter? Probably not. As you say, non-quad faces can be troublesome when ...
DMGregory's user avatar
  • 135k
1 vote

Pros and Cons of making one complex mesh vs more simpler ones

For the first part, it depends on rendering pipeline and/or the game engine. If you choose to make them separate, engine could load them as a different subsets/objects and perform frustum culling, so ...
Ocelot's user avatar
  • 1,433
1 vote

How to make my model's top section rotate without rotating the entire model?

Remove the weights from "J_Neck" from all components but the ones you want effected by it. You can either open the "Windows > General Editors > Component Editor" and remove unwanted weights or use ...
Sindri's user avatar
  • 21
1 vote

I imported both the rig and baked animation seperatly from Maya, but it's not working correctly

I have solved the problem. The issue was the binded rig/model itself. Every time I exported it as FBX in Maya, it unbinds the mesh and skeleton. That was why the animation was not properly working in ...
john smith's user avatar
1 vote

Maya: after bake into control rig, IK will auto reset when I change another IK

update 18-7-11 finally I find the best way is use maya "Auto Key" update 18-7-11 I find my old solution is not good, it cause I cannot select time slider, so I should use following way to instead: I ...
chikadance's user avatar
1 vote

Exporting Fbx from maya to Unity makes the model deformed

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)
user113579's user avatar
1 vote

How to import texture from Maya to unity?

As far as I know, you can't directly encode the texture(s) into the fbx file itself. So, you can export the fbx normally (without enable media) and import that into Unity. Then, import the texture(s)...
KingDolphin's user avatar
1 vote

Select motion path from curve in Maya Python

You need to get motion path node name from curve shape. ...
SAF's user avatar
  • 111
1 vote

Wrong pivot point of parent / wrong scale of children

Okay, I finally fixed it after several hours. Problem was, my parent plane in Maya was set to something like 6,3 / 2,1 / 3,1. So this was the scaling the object always got imported into Unity, which ...
LilaQ's user avatar
  • 122
1 vote

Why does my imported FBX animation not display correct in game?

I found one solution. The model's transformation were not frozen when made which caused the issue. Freezing the transformation will allow for correct animation in game. The next step would be to fix ...
Aethersong's user avatar
1 vote

Vertex with too many connections in Maya

If it were me, I would delete the faces connecting to that single vertex and the just re connect or clean up those areas how you want them to look. Its possible that you might have merged some ...
Chantelle Badenhorst's user avatar

Only top scored, non community-wiki answers of a minimum length are eligible