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How to import model without it glitching?

When i try to import a 3d model i created with Autodesk Maya the vertices of the model go all over the place and parts of it like the hands are rotated and moved away from the arm randomly. The first time i imported a different model it worked just fine but now even that one does the same thing. Here are some screenshots of the model after i imported it.

Zoomed in close to the model: http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=Screen1.jpg

Zoomed out far away from the model: http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=Screen2.jpg

http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=Screen3.jpg

And heres what the model is supposed to look like loaded from Autodesk Maya: http://s666.photobucket.com/albums/vv24/Scalbion/Import%20Glitch%20In%20Unity%20With%20Knight/?action=view&current=Screen4.jpg

Any help will be appreciated.

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asked Jan 18 '11 at 07:01 PM

Garrett 1 gravatar image

Garrett 1
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If you have a skinned mesh, every vertex needs to be weighted to at least one bone.

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answered Jan 18 '11 at 07:19 PM

Jessy gravatar image

Jessy
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By Weighted to at least one bone, do you mean connected to at least one bone? and if you do, do i have to actually select the vertices individually instead of connecting the whole mesh?

Jan 18 '11 at 09:45 PM Garrett 1

Weighted is "connected based on a strength value", yes. I don't know Maya's skinning system or terminology; you should go learn more about it so that you know how to find unweighted vertices. The simplest method should be selecting all of your bones, moving them, and seeing which vertices stay put those are the problem verts.

Jan 18 '11 at 09:52 PM Jessy

Everything is connected to my Skeletons, when i moved each of them the parts that are meant to move with it do, and no vertices stay behind. I will be sure to look into Weighting a some more, and thanks for the help.

Jan 18 '11 at 10:32 PM Garrett 1
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asked: Jan 18 '11 at 07:01 PM

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Last Updated: Jan 18 '11 at 07:01 PM