Although Zante has been going on and on and on about using Sketchup instead of Max to me, I’m still using Max but I’ve hit a problem and I’m not sure if there is a solution.
I’ve been working hard on a model of the internals of a building and have been using a Multi/Sub material for texturing. A while back it exported and imported fine through FBX, but something is now causing the FBX file to crash Unity on import. I think I’ve narrowed it down to this warning that the FBX export gives me.
I selected all the objects in the scene and applied a blank texture to the lot and it imported! Yay! So it’s not my Geometry, but must be connected to the texturing somehow.
Anyone had this experience?
Never had this experience, but it seems that the fbx-exporter obviously doesn`t like sub-materials inside a sub-material
That would be the obvious solution, but AFAIK there are no sub materials inside the sub material, just standard.
Hmmm… thats strange then…
Would be nice to have a look at the scene, so feel free to send it if you can
Sure, but my 3d ninja skills are a little poor (so try not to laugh). Would a rarred Max file + textures be enough?
Would rather email than post publically.
Nice man! I`ll promise not to laugh, so if you can send it to roald.hoyer-hansen (a) terravision.no , i would be more than happy to have a look at it!
Hi
is it possible that your fbx isnt up to date?
I know that some months ago a checker material or vray would crash Unity.
So try look at the materials not the textures…
The FBX exporter is up to date although admittedly the problem has only occured since updating it from the 2006 to the latest version.
All my materials are very basic, ie, just an image, no extra anything.
ok
-then roll back to the old fbx hehehe… I always keep all mine, it can come in handy
btw do you have any lights in the export?
Thanks to Brokenpoly we have got it in by turning everything into one mesh, but yes I did have lights (6 Omni).
so was it submat in submat that caused the crash ?
I don’t think so, I think the file was just too big and had too many objects + textures to Unity to handle. Once the entire scene was one mesh then textures would go in, likewise when the textures were removed the ‘unmeshed’ scene would go in.
Gotta find a balance for the future though.
Good to hear you found a solution.
I never export more than just “one house” at a time, yes that means some extra exports but I like my prefabs as close as possible to the FBX (or verse versa ;))
Remember “multisub mats” are not good for performance.
Cheers
The problem that I have is the scene is the inside of one building that I am replicating from the floor plans so creating everything in ‘modules’ wasn’t really an option. Still have bins, benches, signs, the outside buildings that you can see from inside, people etc to go in, but they will go in seperately.
I guess I could try to split the scene up but repositioning it with no gaps will be very tricky.
Please use the bug reporter to submit us the files - both Max and the exported .FBX
Replicated and submitted.