hey guys,
We've been banging our heads against this issue for a bit and are needing a bit of insight.
Using - Maya 2017 sp2 with fbx exporter 2016/2017
What's happening --
- I've arranged my UVs in a specific order that correlates to what they need to be inside our Unity shader
- When opening in Unity things aren't as expected
- Import the game file (fbx) into Maya to see what's up
- UVs have been reordered
Any ideas?
hey guys,
We've been banging our heads against this issue for a bit and are needing a bit of insight.
Using - Maya 2017 sp2 with fbx exporter 2016/2017
What's happening --
- I've arranged my UVs in a specific order that correlates to what they need to be inside our Unity shader
- When opening in Unity things aren't as expected
- Import the game file (fbx) into Maya to see what's up
- UVs have been reordered
Any ideas?
The FBX stores the UV sets in the order they are processed and each one is put into a different Layer. So if you created: map1, map3, map4 and map2. This is exactly the ordering you get when importing the FBX file back into Maya. The map1 is stored on Layer0, map3 on Layer1, map4 on Layer2 and map2 on Layer3.
If you re-order them inside Maya, at the time of the export, the new order should be reflected. This is not an FBX issue! I suggest you post to the Maya forum to see if this is a known issue with Maya 2017 sp2.
The FBX stores the UV sets in the order they are processed and each one is put into a different Layer. So if you created: map1, map3, map4 and map2. This is exactly the ordering you get when importing the FBX file back into Maya. The map1 is stored on Layer0, map3 on Layer1, map4 on Layer2 and map2 on Layer3.
If you re-order them inside Maya, at the time of the export, the new order should be reflected. This is not an FBX issue! I suggest you post to the Maya forum to see if this is a known issue with Maya 2017 sp2.
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