Character FBX import problem..Please help

When I import a skinned character from 3ds max using .FBX the character is black. Here is my workflow, hopefully this helps. I modeled a character in Maya and Zbrush, UV’d in maya and checked texture map and normal map in unity and everything looks great. Decided to animate in 3ds Max, so export my maya file as .OBJ and import into 3ds max. I rigged the character in 3ds max and skinned using Bones Pro. I make an animation and save that as a separate file. Now I export the character and the bones as an .fbx file from max, and import that into my scene and all I see is a black silhouette of my character. I also tried to add the texture map and normal map like my earlier .ma file, and noticed that I can no longer do that because there is no mesh filter in the inspector. Any idea why the .fbx file will not show a mesh? And why the character is black? The characters are side by side, its the gladiator looking character and the dark silhouette next to it in the pic.

First of all you CAN NOT SKIN a character with BONES PRO and EXPORT it to FBX ONLY SKIN modifier you can be EXPORTED to FBX file, SECOND of all after you SKIN your character check out the normals, flip them it may helps to solve the problem

thanks I am gonna try to flip the normals, and i should have mentioned that u can convert bones pro to 3ds skin, sorry about that. so if the normals are not flipped i wont be able to add a texture? Ill try this when i get out of work and post back, thanks again.

Sure does look like its flipped, btw, why not export as fbx from maya, and drop it back into max that way your not losing data using a obj file which doesn’t transfer some properties (might be why all your normals ended up flipped)

I tried flipping the normals in 3ds max, but that just makes the character appear black in max too. I exported it like that anyways but it didnt work. It does seem like it is the normals, but why would the mesh appear fine in max and not in unity? And as far as exporting using .fbx from maya, you are right I should have…but at this point I’ll lose my skinning an animating that was done in max…might not have a choice I guess. Is there any way to figure out in max if my UV’s were imported from Maya? I’m a max newb sorry.

I exported from maya as .fbx and it fixed the problem. Thanks for the help guys I really appreciate it.

Hey guys I am having another problem with this import. I imported the .fbx from 3ds max and the normal problem is fixed but for some reason I still can’t add the texture or normal map to the mesh. I click on the inspector to add the texture map like usual and the option just isnt there, any ideas what could be going on here? I have a picture of it below.

bump

Was there a material applied to it in max? That might be causing the problem. It seems like there should have been, but it might not have transferred for whatever reason. In your FBX export, you have an option you can check to embed media, it might assure that it fixes. The other thing you should check is on the unity side, ensure you did not for whatever reason, unchecked the import options for materials. beyond that, you can also drag a material from the unity material browser onto the model.

You might need to check out the FBX options, i assume you unwrapped the model and baked the textures…if so you can add the textures on to unity’s material and apply it to the mesh it should work, if not you need to check out your fbx file…

When you say check out the .fbx options, do you mean in 3ds max before exporting or in Unity before importing? And Larv I am little confused by dragging a material form the material browser, because when I click on the mesh it does not allow me to assign a texture, where is this material browser within unity?

I also tried to re-export from 3ds Max with “embed media” enabled and that did not fix the problem. Under the inspector window when I click on the object, there is no mesh filter area like there is for the other chararacters, and there is no way for me to assign the texture or normal map still. Is there a way to add this mesh filter? Will that possibly work? I also never added a material in 3ds max, the character had the default gray from maya when I exported, but I never added a material in max, do I need to do that before I export?

This issue has been resolved, thanks for the helpful replies guys.

What did you do to solve this? So other people will know if it happens to them! Glad you got it resolved!

HOW HAS IT BEEN RESOLVED? Dammit I’ve spent 4 hours trying to figure this out already…

How has it been resolved? Please…