Export Modified Normals to FBX for Unity?
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In order to have interchangeable elements on my character model for use in game, I have separated my single body mesh into parts. For example, the head has been extracted from the main body mesh so it can be replaced with different head models.
To 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.
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.
I'd really appreciate any input on this! Thanks 🙂