The Problem:
A side by side comparison between Maya and Unity shows that in the middle of an animation being played, we are getting different deformations.
Maya |
Unity |
The reason this happens I believe, is due to the way Unity interprets the influences of joints, and also the triangulation on export/import.
The Fix:
1.) First, go into your quality settings in Unity (Edit>Project Settings>Quality) and try changing your blend weights. If it's on 2 bones, change it to 4, and vice versa. This should hopefully fix your problem.
2.) Still not fixed the issue? Have a look at your rig in Maya, what are your max influences on your mesh? Play around with these settings and try capping your max influences at 4 with the 'set max influences' option. You shouldn't be using any more than 4 for a game rig anyway (with the exception of cinematics/trailers etc.)
Happy riggydigdigging!
No comments:
Post a Comment