Blender importing issue....

Well I have a really complex blender building that I made and when I import it to Unity the different parts are all jumbled and rotated wrong. Any suggestions? The top picture is blender bottom is unity. Another issue is the big building in the middle has too many triangles or something for one object so unity wont import it.

im not sure what the problem is, but you might have to start again :S
ive had some import problems with cheetah but managed to save it, some i had to restart.

Looks like some of your normals are inverted and there are no smoothing groups so no rendered creases. I believe you can set a smoothing angle in Unity. somewhere between 30 and 45 degrees usually produces the best results. As for the normals. It might be your exporter getting confused if you are exporting multiple objects with open edges as a single mesh.

I’m not familiar enough with blender to give you advice on how to fix that other than as a quick fix you could try exporting each part of the building thats wrong seperately and combining them in Unity.

Grawr]RH[, can you import your fbx back into Blender successfully?

There is clearly something wrong with object positions/rotations. It slightly looks like the issue I’m investigating right now. Could you send me your fbx file in PM?

Grawr]RH[, you definitely have a normal issue. As Tysoe says, you may try to use Smoothing Angle in Unity. Just in case you don’t know how to do that:

  1. Select you fbx model in Unity
  2. Set “Normals” to “Calculate”
  3. Click “Apply”
    The green areas from the picture should at least look better now.

If you still have issues with the white area (from the picture), you may try to recalculate the normals in Blender. You can do that in edit mode. Select all vertices and press ctrl-n.

Paulius, unfortunately fbx files can not be imported in Blender, which makes testing of such issues quite difficulte.

You should recalculate the normals outside in Blender (CTRL+N), moreover I’d suggest also to apply scale, rotation and translation to the object data (CTRL+A on the mesh when in object mode) :slight_smile:

Yes, I had the same problem and it worked. Grawr, just go back to Blender and recalculate normals (externally). Pay attention if you have non-closed meshes, because Blender will have problems discriminating the intern from the extern. :wink:

Akta, can you give me a little more detail about the CTRL+A operation in the Blender to Unity workflow?
I had a rigged mesh wich was totally messed up in unity; after applying scale and rotation the exporting worked.

Now I really don’t know why, but if I try again to import that same rigged model, the mesh is again distorted. And sometimes even in Blender itself, sometimes the mesh is ok, other times is deformed (like after closing and reopening the program). Totally random things… :@

Blender Blender…

Piero

Which Blender build are you using? If 2.5.4 I strongly recommend to export eveything as FBX, if 2.4.9b then it should work out of the box :slight_smile:

I’ve used both of them. If i put the .blend 2.4.9 file in the asset folder, or export manually as a .fbx from 2.5.4, I get the same results. I totally agree with you when you cite the importance of the CTRL+A command, and I even made a research in Blender documentation but so far it’s like running blind. I can’t get the meaning of that, the moment I should do that, and why.

Piero