Exporting from 3ds maxx to unity 3d HUGE PROBLEM!!!!

ok guys im a noob at 3ds max and unity 3d. so ive been having this problem everytime i export one of my gun models.(its not just a model, it also had a animation. and no, these are not my models/animations. i downloaded these off a website.) anyways, every time i export, it gives me warnings about how it gets affected when being exported.it gives me warnings something like turned edges or unsupported controllers and other stuff. YES IVE TRIED CONVERTING SOME PART OF THE MODEL TO BE A EDITABLE MESH INSTEAD OF A EDITABLE POLY AND IT STILL GIVES ME THE SAME CRAP.

P.s. I have unity 3d v3 and 3ds max 2011

heres some photos of what happens when I export it.( I export it to be a fbx 2006 since thats what unity only accepts.)

Edit: ok these pictures arent getting on this post so ill just give you the links to my pics.

and another:

and this DEEPLY affects the gun when I import it into unity 3d. Like it may not have a arm, or the arm could be there but its twisted and facing the other direction, or when the reloading animaion of the gun plays, it acts so weird. the magizine faces on top of the screen, and theres just so many problems when the things get imported. the warnings dont lie from 3ds max. it really affects this. And I need help now.

so my question is of course, how do I fix this problem?
How do I make it so that it wont give me these warnings when i export any of my gun models?
How can I make my models play normally in untiy3d without being affected by 3ds max’s warnings?

PLEASE HELP!!! I cant import any damn gun into unity without it being affected! please help me! thanks!

@samshrf
There can be a plethora of situations that may be occurring that causes these problems. When I have a problem with a model, a script, a rig, or whatever, I try to isolate the problem so I can think of solutions. I use Maya, but I have some base knowledge of 3ds so I hope the following is at least semi-accurate.

  • Check to see if the .fbx exporter is working properly. Make a cube, convert it to an editable poly, then try to export the cube as an .fbx.
    Does it work? Do a quick UV unwrap on the object. If that works, make a bone/joint and do a small animation (anything, just some sort of actual movement). Does that export properly?

  • How is the model topology? Is it all tris/quads? Unity3D supports either/or. Are there nGons? I’m not sure that is supported. You said something about turning edges. I’m assuming that means there are flipped normals so look for the inverse normals on the model. Are there unwelded/unmerged verticies floating around the model?

  • How is the model history? Is there any unwanted history in the model (like extrude, bend, ect)? That may effect how the model may export.

Hope it’s a good start to fix your problem.

-S

first off, exporting to 2006 isnt required. ive been using the latest version for all my models and it works just fine.

That might be the whole case right there.