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Mesh rigged in Maya 2011 deforms when uploaded


Leverocci
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I've been sitting here for a few hours trying to figure out why my rigged mesh looks all kinds of deformed upon upload ( http://gyazo.com/66be36c6f69870c186ab3f25ee4b7594.png?1325527364 )
The model is a hair and was modeled in blender and brought into Maya 2011 for weight mapping. It's supposed to look like this ( http://gyazo.com/0ef9d62ee1c285da0fcb18793507a71d.png ). I'm using the skeleton provided on the wiki, but I've tried atleast 5 other ones and all of them gave me similar results (Most skeletons made my mesh look like this in world http://gyazo.com/adf06fe9d13c341f103d11b18501b25e.png?1325527522)
To weight map the hair I used interactive skin binding, but I have tried smooth binding too, which gave me the same results which lead me to believe it's the exporter's fault. I have tried the OpenCOLLADA exporter, the default exporter in Maya 2011, the DAE/FBX exporter 2011.3 and DAE/FBX exporter 2011. I have tried to delete the history, freeze transformations, move the avatar skeleton, change the world orientation thing to Z. So far nothing has worked and I'm out of ideas on how to fix this so I'm really hoping someone else can help me :matte-motes-stress:

Edit: I have tried importing the .DAE file to blender and exporting with blender, same results as above. I also tried to export another hair I made, with Maya and I got the same result as with the hair mentioned above. 

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What a delightful explosion of geometry you've discovered.

It looks to me like you've got vertices weighted to the wrong bones, so they're being pulled in all different directions.   I'm not sure if this has to do with the interactive weighting or not.  I'm still using Maya 2009, which doesn't have that feature.

Here's what I'd suggest you do, to test.  Open up the component editor in Maya (Window -> General Editors -> Component Editor).  Under the Smooth Skins tab, you'll find all your vertices and associated bone weights listed.  Since your model is just hair, the weights should all be assigned primarily to the head, with maybe a little influence from the neck and shoulders here and there, to prevent the ends from traveling through the body when the head turns.  If there's anything in there from the other bones, zero it out.

If that's not the issue, then my next guess is something funky happened in your transition from Blender to Maya. I'd suggest you try doing the whole thing in just one program.  If that solves the problem, then you know the transition was the culprit. 

Mind if I ask why you're using both programs, when each of them are fully capable of doing the whole job, from start to finish?  Is there something about Blender's modeling tools that you prefer over Maya's?  Just curious. :)

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First of all, Thank you for the response!

I did what you suggested and nothing came up for me in the component editor.

  It was infact, something that went wrong in during the transition from blender to maya. I imported the faulty .dae file into blender, resized it correctly, and 'froze transformations' the mesh uploaded and appeared as it should in world. 

As for the blender/maya question, It's not so much about the modeling tools than weight painting. Maya is far superior when it comes to rigging items. For example, I struggled for a few weeks trying to rig this hair smoothly in blender, while in Maya it took me literally an hour and I got way better results than I would ever get in Blender. Maya has also other really nice features that save me time but when it comes to modelling I like blender more because I used Blender to make sculpts thus I am sort of more knowledgeable with the modifiers and such than I am in Maya.

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Glad you got it worked out.

I think you'll find that as you get more used to using Maya, its modeling tools are far more straight forward than Bender's.  It might just feel a little foreign to you at first, if Blender is what you're already used to, but once you get a feel for it, I'm sure you'll find it to be super quick and easy.  Since you've got Maya at your disposal, I hope you'll use it for more than just rigging. :)

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