FBX export to Unity

FBX export to Unity

Jimbo_1975
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Message 1 of 8

FBX export to Unity

Jimbo_1975
Advocate
Advocate

Hi guys

 

Another day, another problem.....

 

So i have a problem exporting fbx to unity (never did last time and followed same process).

 

First up my mesh wont export the teeth/head, i get the attached error - but when i do indeed do what maya tells

me it makes no difference the mesh isnt there.

 

The second problems relates to blendshapes, the same thing happens but this time the head wont import to unity...

 

its insane and so annoying- busy as hell and dont need this constant problems with maya 

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Accepted solutions (1)
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Replies (7)
Message 2 of 8

mspeer
Consultant
Consultant

Hi!

 

Don't change the mesh after using Bind Skin or creation of BlendShapes (vertex order or count) , this may result in problems or errors, based on the changes you made.

Message 3 of 8

Jimbo_1975
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I need to to make the head/teeth work together for skinning and phoneme
purposes. Ive fixed stage one, by using mesh>combine with skinning. Thought
id done it with the blendshapes but still trying,..
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Message 4 of 8

sean.heasley
Alumni
Alumni

Hi @Jimbo_1975

 

For the second part of your issue it looks like the plug-in wants you to delete the non deformer history before exporting. Have you had a chance to try that?

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Message 5 of 8

Jimbo_1975
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Yes, ive managed to get the rig in FBX to unity without issue. But now i cannot get blendshapes to work in maya...

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Message 6 of 8

sean.heasley
Alumni
Alumni

Hi @Jimbo_1975

 

 

I think @mspeer had the right idea and the changes you made after creating the BlendShape may be causing the issue.

 

Its also possible deleting the history may have caused blendshapes to stop working in Maya. If you load back to an earlier save, does blendshapes still work?

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Message 7 of 8

Jimbo_1975
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Accepted solution

So the solution was this - i had already rigged the face with bones and the character was final and fully rigged. I then created 

my phoneme blendshapes on frames 1 -30.

 

The teeth were indeed seperate from the head. Solution:

 

Delete non-deformer history on head and teeth

Combine head and teeth with combine skinning option on

Duplicate head 9 times for blendshapes

select blendshapes then head finally and deform blendshapes

save maya 

delete the blendshape heads

export as fbx

import to unity

done

 

nb. If you export without deleting the blendshape heads you get an error no blendshapes found or unsupported operation......

Message 8 of 8

sean.heasley
Alumni
Alumni

Hi @Jimbo_1975

 

Great glad its working for you! Thank you as well for explaining in detail what you did and marking it as a solution Smiley Happy!