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
- c