I’m not having UV issues, but I am having animation issues. The animation does not seems to be importing for me. I’m working on a project with 7 different characters. The first character I imported with 3.1 and everything worked fine. Now since I’ve updated to 3.2 none of the other character’s animations are importing. It’s strange though, because even when I make a new file with the first character, his animations still import properly. I can’t figure out what could be different.
I see in the release notes that Unity upgraded the FBX SDK to 2011.3.1. Messiah studio is using a previous version. I think this is the cause of my problems. So now I guess I can either try to revert back to 3.1 and redo the whole project, or wait for messiah studio to update their FBX export. I knew I shouldn’t have upgraded in the middle of a project!
I’m not sure if it will help (you mention Messiah and that’s always been friendly to Lightwave), but the layout .fbx exporter in Lightwave 9.x appears to still work as before (bones, animations and UV1 all export correctly and the object doesn’t do that weird rotate thing), so you might be able to rescue your project after all? The version that I tried is FBX200900, so maybe you can find a working older plugin with that version? Being Messiah n all… hopefully, never used it myself actually, just remember it being a popular LW plugin when it first started out.
Thanks for the suggestion Frank! I don’t own Lightwave, but it looks like they have a fully functional 30 day trial version. Perhaps that will work to transfer my animations to Unity for the time being and salvage my project.
Well it still works fine here with older fbx plugins and has done since 2.6.1 (didn’t use it prior to that version), so maybe for once it’s not Unity that’s at fault but Autodesk? (ya’ll know how they like to screw with things lol).
Thanks Paulius. I wasn’t 100% sure it was an FBX issue since I still had an older FBX file that was working. It was just odd timing that things started going wrong after I updated to 3.2.
I did finally solve it though. It turns out it was a mistake I made in messiah studio. I neglected to delete a default camera that’s automatically added to the bone deform when using the AutoRig tool. That was screwing up the skinning information on export. All is well now! Everything imports as it should!