Morph and Skin fbx 3ds -> unity issue

Morph and Skin fbx 3ds -> unity issue

Anonymous
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Morph and Skin fbx 3ds -> unity issue

Anonymous
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Hi there.  I've looked through several posts about how to export fbx files from 3ds to Unity while preserving both the blend shapes and the rig.  I can't figure out why those solutions aren't working here.  When I try re-applying or removing the skin in the modifier stack, nothing changes in the fbx file and I've never seen the blend shapes in unity.

 

My goal is to have a skinned biped using Animator and also use blend shapes for one of the meshes that make the model (Eyes + Mouth).  I've tried exporting with every version of the solutions but can't get it to work.

 

Any help would be very much appreciated, 3ds file attached.

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Anonymous
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Forgot attachment..

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TheTrueKaiser
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So I haven't worked on the 3dsMax -> Unity side of this pipe in a long time, and I only ever did it once for some early testing a while ago, but I did manage to get this. I don't know if this will help, but maybe it'll help put you on the right track.

 

This is the order I had my stack when I exported:

 

Skin

Morpher

Editable Mesh

 

(yes, I use Editable Mesh and not Editable Poly because I'm a luddite and I don't like change; I learned on Editable Mesh and so I stick to Editable Mesh Smiley Very Happy)

 

And then, when you're exporting FBX, double-check that you have these checked:

 

Image3.png

 

In theory, that's all you need to do to get the Skin & Morpher to behave in Unity.

 

That being said, I should express a caveat that I came across, just for posterity's sake: Unity will only recognize one Morpher per model. I can't remember which, but I think it only uses the bottom-most. So if you stack multiple Morphers to get around the arbitrary 100-morph limit (which I tried), prepare to be disappointed. Similarly, if you use multiple morphers to organize them, it won't work correctly in Unity.

 

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Anonymous
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Thank you so much!  This totally helped! 🙂  Plus, cycling through all the FBX export versions (2016/2017 ended up working for this particular case).

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TheTrueKaiser
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Glad to hear!

 

And yeah, all the different versions of FBX can definitely cause complication. Especially if you try to use FBX as the medium of choice collaborating between Blender and 3dsMax. Smiley Very Happy

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