3D max Importing into Unity HELP!

Here is a model I’ve made in 3Ds max:

When I import into unity with the Export in 2010 max (32 bit) it becomes really messed up and deformed- like.

It also has a animation held onto it, and the texture doesn’t matter for this problem, because I know how to add them. I also checked the Console: It says:

ImportFBX Warnings:
Mesh ‘Trigger Outlet’ has 19 (out of 40) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 21, 22, 23, 24, 25, 26, 27, 28, 29, 30 and so on…
Mesh ‘Circle01’ has 48 (out of 84) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 36, 37, 38, 39, 40, 41, 42, 43, 44, 45 and so on…
Mesh ‘Circle02’ has 48 (out of 84) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 36, 37, 38, 39, 40, 41, 42, 43, 44, 45 and so on…

It seems to me the back of the model has the problem showned in this picture:

And hey sorry, I’m new to submitting models, and I don’t understand the tutorials I’ve saw. What am I doing wrong??

Even, when I press play, the model in Unity goes like 8x more tiny-ier for some reason. The pictures in this thread is the size of a normal tree prefab, but it shrinks automactically when I go into play mode.

A Day Later

Still no answer? :frowning:

Bump up!

Hi,

I’d be happy to look the max file over for you. Also, from the looks of your first image post it may be something to do with the controllers you have attached.

I’ve posted several videos on exporting / importing objects from Max to Unity (static, animation, keys, etc).

Hopefully that will help. Let me know if you have any questions.

Thank you.

Probably, because I’ve just started animating a while back, but pretty good as a modeller, since these are 2 objects grouped (Guess that wasn’t good, because I was told to attach it to a editable poly, or so I heard, but it won’t allow even when I make the bone to another editable poly.)

I should owe it all to you, because your videos are the one that made my scripting came true, but forget that, because to the look of your videos, its more of a ONE object substance either extruded/made from scratch and then animated otherwise and Yea, I did follow all those as I saw.

But, On your first video, what did came up was the FBX exporter. I think this is the case, because I’ve downloaded the 2011 version for the Autodesk 32-bit (3ds max) and removed the previous, but the 2009 version is still in the exporter options menu before you actually saved it to your computer (Hope you know what I mean), and yesterday, I was trying to find out how to update the FBX, as the guides are really useless.

Yea I guess I rushed through this, and thanks again for the videos :slight_smile: