Hi all. Blender is totally alien to me and I’m currently working with a blender heavy work flow that I’d like to adapt to Maya since I am much more comfortable and productive with the latter.
Specifically, I am working with the UMA plugin for the Unity game engine, which was developed with blender all along. I realize I should probably just “learn blender”, but there are productivity costs to consider at the moment.
My current issue is this:
When attempting to export the blender file that contains all of the UMA related material (skeletons, meshes, etc), I am running into a scale issue when attempting to import the asset to Maya.
Exporting the file from blender as an OBJ does not include any of the skeletal data, vertex weights, etc, and only exports the meshes as a single object, but it does so to scale.
Exporting as a .3DS exports only the high res LOD mesh, and nothing else, but does so to scale.
Exporting as an .FBX includes everything I need, but it does not do so to scale. I’ve tried playing with the export settings but I’m going crazy. Seems like no matter what I try, the character exports 1000x larger than it should (at least). These results are reflected in unity as well, where as importing the blender file directly works just fine.
I’m wondering if anyone has experience in this regard and can suggest fbx export settings for blender that could possibly resolve this issue?
Thanks in advance.