FBX export problem with biped

Greetings Unity experts! I’m having a conundrum of ridiculous proportions regarding the FBX format in Unity. I’m using 3DS Max 2010 with biped and with some rigged models, the fbx file imports just fine in Unity, but with a select few, I’ve been getting this weird problem where the bip01 node is being read as the mesh with the texture maps applied in unity, when it should be reading the mesh itself. It’s as if the geometry and the bip01 root node are getting switched around. This is causing our programmer to have a hernia and/or migraine since he needs to reference the correct items in his code and it’s becoming a serious problem for our project. I’ve tried almost everything I can think of, from re-skinning the mesh, re-exporting with different settings to even importing a skeleton from one of the Max files that exported correctly, and nothing works. I’m thinking the problem is somewhere in the skinning of the geometry (I’m using the skin modifier.)

If anyone knows why this is happening and can clue us in, or needs screenshots, or more specific info, please let me know. Any help would be hugely appreciated.

Can you be more specific about what the model is, where you got it (or if you made it yourself) and how you created the skin/physique?
Sometime retracing your steps can solve the problem… it usually happens when I am careless and forgot something lol.
When in doubt, Reset XForm does wonders :3

I have been modeling, uv mapping, texturing and rigging for a long time and have NEVER had this happen to me… infact my stuff imports into Unity just fine with animations when using FBX.

We got the models from an outside company who has been providing us with them for about a year now. This is a recent development, and they can’t understand why this is happening, either. They re-send us the models that have been re-skinned from the ground up and the problem persists. I’ve tried re-skinning them myself, to no avail. If I export the model without the skin modifier applied, it shows up fine in Unity, but as soon as I export it skinned to the biped, the problem comes back. I’ve tried using a co-worker’s computer to see if this is just limited to my machine and it happens on his as well. This only happens with a few models and it’s driving us insane. It’s actually not the bip01 node, but the bip01 Pelvis that shows up in Unity as the skinned mesh. When I select what is supposed to be the mesh in Unity, I only see position, rotation and scale info appear in the inspector tab, with nothing else associated with it, and an axis appears in the scene, without the mesh highlighted. If I select bip01 Pelvis in the heirarchy tab, the mesh is selected in the viewport. So weird.

I’ll reset the Xforms, I’m willing to try anything at this point. Thanks for the suggestion.

If you have an example of this happening that you could post or email to someone, it might help us (the Unity Community) to track down the problem faster. Of course, you may now want to be posting any copyrighted material on a public forum.

-Tom

Yeah, I would get into trouble if I posted the files, unfortunately. It doesn’t matter now anyway, I fixed it! Turns out, it was a problem with the mesh (that I still don’t quite understand.) I ended up creating a sphere with the lowest number of polys possible, then attached the character mesh to it. I then re-skinned and re-exported it, and for whatever reason, it worked. This has worked on two separate files that were having this problem, so far. I had tried everything else I could possibly think of before, and this is the only thing that finally worked.

Well that’s good news. I’ve had a few of those happen myself. You get extra points for fixing things you don’t understand. Ha!

Just a quick question here regarding the SKIN modifier in Max (on a Character Studio biped) to be exported in Unity…I know that Unity will not accept any shape driven animation (using the MORPHER modifier for example) but my questionis this: if I skin my model with SKIN, and apply those “shapes” in the Skin (you know like JOINT ANGLE DEFORMER, BULGE ANGLE DEFORMER or MORPH ANGLE DEFORMER), will that export well?

Thanx in advance!

sb

I ran into the same exact problem.
After pulling my hair out…I found this post.
Adding a new piece of geometry and attaching the old model to it worked.

THANK YOU!!!
:smile:

Each vertex has a number assigned to it, and somewhere during modeling That number system gets rat nested, by merging the model into a new primitive you are forcing a reorder of the vertexes. It’s a tech problem I’ve fixed a few times over my career.