Model deforms when imported from Maya

Hi, I recently modeled and rigged a character I had thought up in Maya 2018, and wanted to toss it into Unity 2018.3 and start messing around with it. It’s been a couple years since the last time I did this, and I also tried some new tricks that my last model didn’t use (painted skin weights, most importantly). However, the model deforms completely when exported to FBX and imported into Unity. Re-importing the FBX into Maya works fine, and exporting the mesh unbound from the skeleton also imports fine in Unity.

I spent a couple hours searching online but none of the tips I found seemed to solve the issue (mostly deleting non-deformer history, deleting extra bind poses, or adjusting bake settings). I knew I’d have to redo the textures since I used mental ray materials on the hair and head, but I’m hoping I don’t have to just redo the whole skeleton from scratch since I generally liked how the rig turned out.

Attached are images of the model in Maya (with the skeleton x-ray) and how it deforms when imported into Unity.


131219-bel-unity-deform.png

If the issue is specifically the painted skin weights, is there any way to avoid this if I repaint it? There were a few joints I added after binding the skeleton (mostly around the head to control the eyes and hair), which I did see was one other potential problem. However, I unbound the specific pieces before binding the joints and adding them to the hierarchy. Generally speaking the body should bind fairly normally, but I want to set it up so the head itself doesn’t deform at all, while the “eyes” are controlled by a set of joints and the eye openings can be opened/closed by y-axis scaling the yellowish joints nearby. The hair and tie I wanted to move more dynamically, which was the first thing I wanted to mess with in Unity before I ran into this import issue.

i have this issue too. did you solve it? @Dettadeus