again: on skinned mesh import -> no skinned mesh renderer

Hello Folks,

I have this problem now for some time and somehow I’m able to solve it but obviously I’m not able to locate the error and this costs me just endless hours of try end error

When I import an fbx (or max) file with a skinned mesh into unity I don’t get the skinned mesh renderer component and the preview window is located under the bones object and not under the skinned object (not talking about the mesh object itself! there is of course an extra wireframe preview )


ha, while I was writing this post I guess I found the problem.

I had bones which I moved (not rotated) with control objects
I had to move these bones up the bone-hierarchy and link them directly to the root-bone
(then I had to make sure the control objects had enough links and constraints to compensate the lost parent dependency those bones had before)

now I get the skinned mesh renderer component


but here some tests I did while trying to find a solution… maybe it is based on another problem:

this does work

root

  • body
  • a
    • b
      • c

this does NOT work

root

  • body
    • a
    • b
    • c

maybe thats why it’s now working

but I also imported rigs with a default biped hierarchy… I have no clue why this is happening…

This is simple to reproduce so maybe someone can check it out…

simply create a box
create a bone rig like
root

  • body
    • a
    • b
    • c
      add skin modifier to box
      add bones to skin modifier, except root
      skin box vertices in a way every bone has at least one vertice assigned
      export as fbx and load into unity
      no skinned mesh renderer
      now link, for example bone c to root
      export fbx again
      there is a skinned mesh renderer
      :face_with_spiral_eyes:

Hi Rollin,

If you can see your mesh (and it is skinned), then it means that skinnedMeshRenderer is there :wink: It’s just located on different component (just check all root objects).

The reason behind is something like this:

If you have a file called TestFile and it has:

  1. Single object:

root

  • a

then a is imported as

TestFile (a get’s named into TestFile)

  1. Single object with child

root

  • a
    – b

Then it is imported as:

TestFile (a get’s named into TestFile)

  • b
  1. more than one root object (doesn’t matter if with children or not).

root

  • a
    – b
  • c

Then common root is created:

TestFile (new node)

  • a
    – b
  • c

So the rule is if you have more than one root node - additional root node is inserted. Depending on if additional node is insterted and if there is one or more skinned meshes in the scene then SkinnedMeshComponent is located on one or another node.

1 Like

ok that might be possible but my problem is that I get 3 “subojbects” in unity for my testfile

bones (these are the bones obviously)
themodel (the object)
themodel (the mesh)

none of them has the skinned mesh renderer and so I can not give the model a texture :expressionless:

I’m almost 100% certain that it must be there. What can I say: wana bet? :slight_smile:

Can you tripple check it? I you still can’t find it, please post it here or submit a bug.

The preview looks like the model doesn’t have UV’s and surfaces setup (flat color instead of shaded wireframe). I dunno if that’s the problem, I sorta skimmed the thread.