exporting FBX models from maya to unity is a bit tricky when you want to animate things with Unity's relative Vector3.forward / Vector3.up vector directions. What i discovered/learned FINALLY!! TODAY!! by MYSELF!! is the following strategy.
(Be sure you are loading FBX export plug-in when launching Maya)
- Model your mesh. (Believe me, the most difficult thing to export is a simple plane.)
- Freeze Tranformations
- Reset Transformations (incase)
- Delete History
- Be sure to name your mesh from outliner and also be sure there are no group artifacts etc left. So double check outliner!
- This is the most important step: In Maya be sure that your model's front is facing (of course the surface normals) maya's Z direction.
- Export FBX to a logical folder.
- Import New Asset from Unity.
- Define scale factor as 1, if you don't want to define it every time define this factor from maya as "Centimeters".
- Dont import any material.
- Dont import animations.
- Don't play with surface normals and ranges if you don't want to make a game like FRACT
- Sit back, take a deep breath, and hate maya for being so complex. Also hate Unity because of not implementing a simple modeling system.
- Take another breath and go back to game development. Sheit.