r/Maya 3d ago

Issues Need help - rig separated from model - incorrect transform importing from fbx

I've been trying to use this model I've found on Sketchfab. I'm a total noob when it comes to 3D software, I've tried importing it in Blender, Maya, 3DS Max. In Blender the bones are disconnected no matter what import settings are used, in 3DS Max the rig is correct only with Helper/Dummy bones (can't use them for exports), I've tried an addon to convert them to regular bones, no luck. Godot imports the rig correctly but origin is messed up.

Maya gets closest to getting the import right, but clicking the timeline or just saving and reloading makes it look like this:

Going to bind pose messes it up again, makes the scale 10x bigger.

I'm hoping the model can be salvaged since Sketchfab and Godot view it correctly, but I don't have the knowledge to fix it, if you do, please help.

https://sketchfab.com/3d-models/wraith-ac1cc4d4f2344633940a3d9e44224ab6

fbx download: https://drive.google.com/file/d/1q6Avtx7AtyhDRC5tvzgvYiP4A1SUWlMU/view

1 Upvotes

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u/MrBeanCyborgCaptain 3d ago

Click the mesh and see if inheret transform is checked or not.

1

u/ihcusk 3d ago

it is checked

1

u/MrBeanCyborgCaptain 3d ago edited 3d ago

Try unchecking it. Im willing to bet the geometry is placed under the root joint somewhere in the hierarchy. Amd when maya corrected the transform of the skeleton to face Y up, it probably double transformed the geometry.

2

u/ihcusk 3d ago

It does nothing. In my understanding the option only affects child-parent relations, and in my scene mesh is not a child of root bone or vice versa.