Animated FBX from Maya to Unity – flipped normals and more

Animated FBX from Maya to Unity – flipped normals and more

Idiotequer
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Animated FBX from Maya to Unity – flipped normals and more

Idiotequer
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Hi,

 

I have a problem with exporting an animated character from Maya to Unity. Character consists of few seperate objects, all parented to the body. Please help, I have to fix this problem as soon as possible. I'm using May 2017 and Unity 2019.4.18f1

 

First of all – in Unity some elements look strange - everything looks great in Maya, but in Unity it looks like it's a problem with flipped normals. It would make sense, because I used mirror modifiers with these objects (mesh was created in Blender). Turning backface culling on doesn't change anything, deleting the Non-Deformer History does not help. I am unable to solve this problem.

 

Secondly - I have to modify animated mesh – it has to have more polygons but I would still like to have a hard edge effect. Later, I would like to add more body elements.

I thought about using smooth in Maya, but the exported model in Unity is not smoothed at all (or only body is smoothed). I tried checking/unchecking Smoothing groups and Smooth Mesh option on FBX export in Maya, but it does not change anything.

 

I'm so desperate that I wanted to add a subdivision modyfier in Blender and then try to attach this new mesh to Maya animation, but I can't even try because Maya imports everything except the character's head and jaws. Even when I import only the head, nothing new appears on stage and in Outliner.

It happens only in a Document with animation. Exported mesh from Blender imports perfectly into a new Maya Document.

 

I am resigned and devastated, I have no ideas anymore but I need to get it done as soon as possible. I beg for some help and possible suggestions.

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