Export setting in maya.

Here I recommend exporting all directly, and nothing else needs to be set.
I can further choose in the engine whether to import elements other than polygons such as cameras, materials, animations, lights, etc.

For the export parameters of fbx, I suggest to use only the autodesk media and entertainment preset by maya.
But here you need to check the checkbox for bake animation.This will largely avoid unexpected problems.
now we comes to unity.
and here are some import setting.

Unfortunately there was a little hiccup: the size of the character was twice as large as expected. But we can fix it by setting the Scele Factor from 1 to 0.5.

Unlike other fbx, the character is humanoid, which means the skeleton mask is available on this character. Skeletal masks allow developers to blend multiple animations. For example, using a skeletal mask allows the player to look back while running forward. Because I can do it by blending the animation of running forward and turning back. There is no need to make additional animations of running and turning back.


Not only that, but the skeleton of the humanoid supports joint retargeting. Joint retargeting is to match the existing bones with the default bones of unity. The retargeted skeleton allows developers to apply the animation of other characters directly to this skeleton.
The above are all the points that need to be paid attention to in the process of importing assess from Maya into Unity.