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  <channel>
    <title>topic Re: Export Modified Normals to FBX for Unity in Maya Forum</title>
    <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7816652#M41757</link>
    <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2228478"&gt;@acornbringer&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Thanks for attaching the scene files!&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I deleted the clothing and just selected the body and head of one of the characters and exported as an fbx to Unity and had no issues.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I guess the seam is technically visible but it's barely noticeable on my machine.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-center" image-alt="character.png" style="width: 705px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/469058i832980DE110681DC/image-size/large?v=v2&amp;amp;px=999" role="button" title="character.png" alt="character.png" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Here are my export settings as well for reference.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-center" image-alt="fbx.png" style="width: 684px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/469059i8B21E3C25FC05B2A/image-size/large?v=v2&amp;amp;px=999" role="button" title="fbx.png" alt="fbx.png" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;It could be something in your fbx export settings and or something with your Unity. You may want to check to make sure Unity is up to date and or uninstall/reinstall it!&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;SPAN style="color: #666666;"&gt;If one or more of these posts helped answer your question, please click&amp;nbsp;&lt;SPAN style="color: #87bc40;"&gt;Accept as Solution&lt;/SPAN&gt;&amp;nbsp;on the posts that helped you so others in the community can find them easily. &lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;SPAN style="color: #666666;"&gt;Kudos are greatly appreciated. Everyone likes a thumbs up!&lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Wed, 28 Feb 2018 16:52:39 GMT</pubDate>
    <dc:creator>sean.heasley</dc:creator>
    <dc:date>2018-02-28T16:52:39Z</dc:date>
    <item>
      <title>Export Modified Normals to FBX for Unity?</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7808768#M41749</link>
      <description>&lt;P&gt;In order to&amp;nbsp;have interchangeable&amp;nbsp;elements on my character model for use in game, I have separated my single body mesh into parts. For example, the head has&amp;nbsp;been extracted from the main body mesh so it can be replaced with different head&amp;nbsp;models.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;To&amp;nbsp;match the vertex normals at the edged of each mesh, I took them and averaged them out so they point in the same direction. In Maya, the seam is completely hidden but when I export to .fbx and bring into Unity, the edge vertex normals change back and show the seam. (Check out the attachment for a visual of what I'm seeing) I've also noticed that importing the .fbx back into Maya yields the same result - the edge vertex normals are no longer averaged and show a seam.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Is there something I'm missing when exporting to .fbx? It seems like with the way I'm going about it now, the locked normals aren't being carried over.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I'd really appreciate any input on this! Thanks &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="LockedNormals.png" style="width: 610px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/467765iB63FED577F3E4BE3/image-size/large?v=v2&amp;amp;px=999" role="button" title="LockedNormals.png" alt="LockedNormals.png" /&gt;&lt;/span&gt;&lt;/P&gt;</description>
      <pubDate>Tue, 06 Mar 2018 23:17:17 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7808768#M41749</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-03-06T23:17:17Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7808974#M41750</link>
      <description>&lt;P&gt;I'm just now discovering an important element to this issue: It seems like when I&amp;nbsp;export the mesh with out blend shapes,&amp;nbsp;I get the smooth edge result I expect. When I apply the blend shapes to the mesh, I then then see the seams again after exporting.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm now looking for a way to keep the blend shapes from effecting the normals of my base meshes. In the mean time,&amp;nbsp;I would still appreciate any input if someone is familiar with this issue &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;/P&gt;</description>
      <pubDate>Mon, 26 Feb 2018 13:32:13 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7808974#M41750</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-02-26T13:32:13Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7810354#M41751</link>
      <description>&lt;P&gt;Hi!&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Try Edit -&amp;gt; Delete by Type - Non-Deformer History&lt;/P&gt;</description>
      <pubDate>Mon, 26 Feb 2018 19:22:34 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7810354#M41751</guid>
      <dc:creator>mspeer</dc:creator>
      <dc:date>2018-02-26T19:22:34Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7810672#M41752</link>
      <description>&lt;P&gt;I usually do this before export but just to make sure, I went back and tried it again but I'm getting the same results.&lt;/P&gt;</description>
      <pubDate>Mon, 26 Feb 2018 21:31:56 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7810672#M41752</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-02-26T21:31:56Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7810682#M41753</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2228478"&gt;@acornbringer&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;You could try selecting the edge and going to&amp;nbsp;&lt;STRONG&gt;Mesh Display-&amp;gt;Soften Edge.&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Let me know if anything changes!&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;SPAN style="color: #666666;"&gt;If one or more of these posts helped answer your question, please click&amp;nbsp;&lt;SPAN style="color: #87bc40;"&gt;Accept as Solution&lt;/SPAN&gt;&amp;nbsp;on the posts that helped you so others in the community can find them easily. &lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;SPAN style="color: #666666;"&gt;Kudos are greatly appreciated. Everyone likes a thumbs up!&lt;/SPAN&gt;&lt;/P&gt;</description>
      <pubDate>Mon, 26 Feb 2018 21:38:09 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7810682#M41753</guid>
      <dc:creator>sean.heasley</dc:creator>
      <dc:date>2018-02-26T21:38:09Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7813598#M41754</link>
      <description>&lt;P&gt;Softening the edges does not fix this issue. The edge normals are locked when averaged to create a smooth look across the two separate mesh edges. Everything looks fine in Maya but when the mesh is exported to .fbx and brought into Unity or back into Maya, the normals are recalculated and show a hard edge again instead of the smooth normals I created.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;If I export the file as a .mb and bring that into Unity or back into Maya, the normals stay locked so I know it's not some kind of incompatibility with Unity. Could it be that .fbx is unable to export this data? I'm hoping there is an export setting I'm missing because I can't use .mb in my game.&lt;/P&gt;</description>
      <pubDate>Tue, 27 Feb 2018 20:03:03 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7813598#M41754</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-02-27T20:03:03Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7813870#M41755</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2228478"&gt;@acornbringer&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Its possible it might be an issue with Unity not being able to read it.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;When you get a chance, can you please zip and attach the scene file here or via dropbox/google drive or another file sharing program so I can take a look at it?&lt;/P&gt;</description>
      <pubDate>Tue, 27 Feb 2018 21:30:21 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7813870#M41755</guid>
      <dc:creator>sean.heasley</dc:creator>
      <dc:date>2018-02-27T21:30:21Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7813964#M41756</link>
      <description>&lt;P&gt;Sure thing &lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/4600507"&gt;@sean.heasley&lt;/a&gt; and thanks! Here is the scene for you to take a look at.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;If you export this character as an fbx and bring it into Unity, you should see the seam around the neck just like in the image I attached to the main post.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Things worth noting while you are in there:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;- All the vertex normals are being calculated and smoothed by Maya accept the edge normals on the neck. Those are the ones I averaged to get them to look smooth despite not being one contiguous mesh.&lt;/P&gt;&lt;P&gt;- There are blend shapes currently applied to the character model and the clothes. Removing the blend shape from the head and body will fix the normals issue when brought into Unity or back into Maya as an fbx.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm eager to know what you find! Thanks again &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;/P&gt;</description>
      <pubDate>Tue, 27 Feb 2018 21:57:29 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7813964#M41756</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-02-27T21:57:29Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7816652#M41757</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2228478"&gt;@acornbringer&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Thanks for attaching the scene files!&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I deleted the clothing and just selected the body and head of one of the characters and exported as an fbx to Unity and had no issues.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I guess the seam is technically visible but it's barely noticeable on my machine.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-center" image-alt="character.png" style="width: 705px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/469058i832980DE110681DC/image-size/large?v=v2&amp;amp;px=999" role="button" title="character.png" alt="character.png" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Here are my export settings as well for reference.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-center" image-alt="fbx.png" style="width: 684px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/469059i8B21E3C25FC05B2A/image-size/large?v=v2&amp;amp;px=999" role="button" title="fbx.png" alt="fbx.png" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;It could be something in your fbx export settings and or something with your Unity. You may want to check to make sure Unity is up to date and or uninstall/reinstall it!&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;SPAN style="color: #666666;"&gt;If one or more of these posts helped answer your question, please click&amp;nbsp;&lt;SPAN style="color: #87bc40;"&gt;Accept as Solution&lt;/SPAN&gt;&amp;nbsp;on the posts that helped you so others in the community can find them easily. &lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;SPAN style="color: #666666;"&gt;Kudos are greatly appreciated. Everyone likes a thumbs up!&lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Wed, 28 Feb 2018 16:52:39 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7816652#M41757</guid>
      <dc:creator>sean.heasley</dc:creator>
      <dc:date>2018-02-28T16:52:39Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7817326#M41758</link>
      <description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/4600507"&gt;@sean.heasley&lt;/a&gt;&amp;nbsp;I would definitely say things are working just fine on your end! When I get a seam, it's very apparent.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Unfortunately, even after copying your export settings, I still see the same results. Are the blend shapes still working in Unity on your end? If they were removed, the seams wouldn't show up for me either.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'll download and try it with a new version of Unity - currently I'm on 5.6 - and see if that changes anything. In the mean time, would you mind sharing your Unity import settings as well? Those are much easier to switch on and off to see what effect they have but maybe I'm still missing something.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;And thanks a lot for your help this far!&lt;/P&gt;</description>
      <pubDate>Wed, 28 Feb 2018 19:59:28 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7817326#M41758</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-02-28T19:59:28Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7817372#M41759</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2228478"&gt;@acornbringer&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Yup blendshapes work fine. You may want to check your import settings on Unity as well just to be safe!&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Let me know how updating Unity works for you!&lt;/P&gt;</description>
      <pubDate>Wed, 28 Feb 2018 20:09:49 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7817372#M41759</guid>
      <dc:creator>sean.heasley</dc:creator>
      <dc:date>2018-02-28T20:09:49Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7824556#M41760</link>
      <description>&lt;P&gt;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/4600507"&gt;@sean.heasley&lt;/a&gt;&amp;nbsp;I got Unity 2017 installed and exported from Maya using your fbx settings and importing using the default settings and I'm still seeing the same problem with the seam. Changing these model import settings here in the inspector doesn't seem to change anything for me.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="MayaUnityExportSettings.png" style="width: 705px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/470366i8A6C14BA20687FC3/image-size/large?v=v2&amp;amp;px=999" role="button" title="MayaUnityExportSettings.png" alt="MayaUnityExportSettings.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm wondering if maybe the problem is with Maya and how it's exporting. With my version of Maya 2015, I have by default the FBX plugin 2014. I don't know if there's a way for me to update the plugin with out also updating Maya.&lt;BR /&gt;&lt;BR /&gt;Just to test this out and maybe single out what program is&amp;nbsp;starting the issue, would you mind importing the attached FBX into Unity and let me know what you see? If it's not showing the seam for you than something's going on with Unity, if you do see the seams now, it's probably a Maya problem.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I appreciate it!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Sat, 03 Mar 2018 13:15:41 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7824556#M41760</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-03-03T13:15:41Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7828364#M41761</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2228478"&gt;@acornbringer&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Thanks for attaching the file!&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Yup I can see the seam with this one in Unity and I can also see it in Maya.&lt;/P&gt;</description>
      <pubDate>Mon, 05 Mar 2018 17:26:58 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7828364#M41761</guid>
      <dc:creator>sean.heasley</dc:creator>
      <dc:date>2018-03-05T17:26:58Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7828561#M41762</link>
      <description>&lt;P&gt;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/4600507"&gt;@sean.heasley&lt;/a&gt;&amp;nbsp;Thanks for confirming that for me!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I just went back in and deselected all the Include &amp;gt; Geometry check boxes and found that the seams went away when I exported. Then I went on to checking them all individually and discovered that the "Smoothing Groups" option was causing the edges to become visible. Unfortunately for me, the caveat to deselecting that option is that when I import the mesh into Unity and adjust my blend shapes, the normals don't seem to adapt properly. In other words, when the character is in "Male" form, the mesh keeps the normals from the "Female" form.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm not completely sure what to do now because&amp;nbsp;of the results you are getting but considering it's almost working for me aside from the normals not updating as the blend shapes move I'll look into that issue and see if something comes up.&lt;/P&gt;</description>
      <pubDate>Mon, 05 Mar 2018 18:24:11 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7828561#M41762</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-03-05T18:24:11Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7828898#M41763</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2228478"&gt;@acornbringer&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;When you say normals, do you mean the vertex normals of the male model or an actual normal map?&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;How different are the normals from the male to female model?&lt;/P&gt;</description>
      <pubDate>Mon, 05 Mar 2018 19:56:20 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7828898#M41763</guid>
      <dc:creator>sean.heasley</dc:creator>
      <dc:date>2018-03-05T19:56:20Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7828926#M41764</link>
      <description>&lt;P&gt;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/4600507"&gt;@sean.heasley&lt;/a&gt;&amp;nbsp;I mean the vertex normals. An easy way to see if there is a problem is to take the character's head in Unity and scrub through that blend shape. You will notice that the lighting on the lip doesn't change even though those polygons actually flip up-side-down. At least, that's what I'm seeing in my scene.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;If you would, re-export the character from Maya and see if the blend shape normals are locked or change as the mesh deforms.&lt;/P&gt;</description>
      <pubDate>Mon, 05 Mar 2018 20:04:28 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7828926#M41764</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-03-05T20:04:28Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7829039#M41765</link>
      <description>&lt;P&gt;I stumbled across this entry in the Unity Issue Tracker. It seems to be describing exactly what my issue has been.&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;&lt;STRONG&gt;&lt;A href="https://issuetracker.unity3d.com/issues/blendshapes-do-not-update-normal-directions" target="_blank"&gt;Unity Issue Tracker - Blendshapes Do Not Update Normal Directions&lt;/A&gt;&lt;/STRONG&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Unfortunately it remains to be resolved so it seems like I'll need to rethink my workflow for this character.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/4600507"&gt;@sean.heasley&lt;/a&gt;&amp;nbsp;If by some magic your normals update in real time, I may just want to update my version of Maya to get this to work &lt;span class="lia-unicode-emoji" title=":face_with_tongue:"&gt;😛&lt;/span&gt; You are using 2018 right?&lt;/P&gt;</description>
      <pubDate>Mon, 05 Mar 2018 20:39:57 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7829039#M41765</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-03-05T20:39:57Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7829108#M41766</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;A href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2228478" target="_blank"&gt;@Acornbringer&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Good catch with that article and it's definitely possible its an issue on their end.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I went ahead and made this video of myself going to Unity with the files so we can make sure no steps are being missed etc.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;DIV class="iframe-container"&gt;&lt;IFRAME width="640" height="590" src="https://screencast.autodesk.com/Embed/Timeline/22e407bd-1989-4108-a79e-a3ddad32b771" frameborder="0" scrolling="no" allowfullscreen="allowfullscreen" webkitallowfullscreen="webkitallowfullscreen"&gt;&lt;/IFRAME&gt;&lt;/DIV&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Let me know if anything changes!&lt;/P&gt;</description>
      <pubDate>Mon, 05 Mar 2018 21:03:37 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7829108#M41766</guid>
      <dc:creator>sean.heasley</dc:creator>
      <dc:date>2018-03-05T21:03:37Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7831505#M41767</link>
      <description>&lt;P&gt;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/4600507"&gt;@sean.heasley&lt;/a&gt;&amp;nbsp;Thanks a bunch for that video!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;One thing I'm still left wondering is if you see correct normal calculations while moving the blend shapes in Unity when the seams are&amp;nbsp;also smoothed. If you take a look at this video, I show what I'm seeing go wrong in Unity when I export under two different circumstances.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;div class="video-embed-center video-embed"&gt;&lt;iframe class="embedly-embed" src="https://cdn.embedly.com/widgets/media.html?url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DGoH1UBTVSYQ&amp;amp;type=text%2Fhtml&amp;amp;schema=youtube&amp;amp;display_name=YouTube&amp;amp;src=https%3A%2F%2Fwww.youtube.com%2Fembed%2FGoH1UBTVSYQ" width="560" height="315" scrolling="no" title="YouTube embed" frameborder="0" allow="autoplay; fullscreen; encrypted-media; picture-in-picture;" allowfullscreen="true"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Aside from the blend shapes not working properly while the edges are smooth, something else I find strange is that while you export with Smoothing Groups and see no seams, I&amp;nbsp;see the inverse effect where exporting Smoothing Groups causes seams.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Let me know what you think and if you are able to get the blend shape normals working&amp;nbsp;along with the edge seam normals.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks again!&lt;/P&gt;</description>
      <pubDate>Tue, 06 Mar 2018 15:39:52 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7831505#M41767</guid>
      <dc:creator>acornbringer</dc:creator>
      <dc:date>2018-03-06T15:39:52Z</dc:date>
    </item>
    <item>
      <title>Re: Export Modified Normals to FBX for Unity</title>
      <link>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7832603#M41768</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2228478"&gt;@acornbringer&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;This is a tough one&amp;nbsp;&lt;img id="smileyfrustrated" class="emoticon emoticon-smileyfrustrated" src="https://forums.autodesk.com/i/smilies/16x16_smiley-frustrated.png" alt="Smiley Frustrated" title="Smiley Frustrated" /&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I just tested on my laptop which is Unity 5.6.0 and the blendshapes actually wouldn't import for some odd reason.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I'm gonna do a bit more in depth testing and I'll get back to you tomorrow with a more detailed post.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Let me know if anything changes!&lt;/P&gt;</description>
      <pubDate>Tue, 06 Mar 2018 21:19:49 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/export-modified-normals-to-fbx-for-unity/m-p/7832603#M41768</guid>
      <dc:creator>sean.heasley</dc:creator>
      <dc:date>2018-03-06T21:19:49Z</dc:date>
    </item>
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