FBX Exporter/Importer Unity Uses

Seems I read a post somewhere by HiggyB that Unity uses the FBX exporter of the 3D package the scene is being created in. I’m confused, I’ve spent hours and hours (over days) trying to get a render to texture mapping system to work while saving a Max scene file in my Unity project folder but the mapping is always totally messed up, it puts the entire rendered map on each of the objects individually instead of only the part that relates to that particular object.
After working for a long time with the developer of the render to texture program I use, it comes to light that using the FBX export module of Max does create the proper mapping in Unity while allowing Unity to “read” the saved scene file doesn’t (see attached image).
My question is, how do I get Unity to use the same exporter that Max uses as it’s default so just saving the scene file in the Unity project folder creates the correct mapping for the rendered map?

Do you have multiple versions of Max installed?

Yes, 2009 and 2010.
Ah, so you are saying Unity is reading the 2010 (in this case) exporter (the 2009 exporter module works if I go through the Max menu)?
I’m about to find out since I am now going to RTT a scene that I’ve transferred to Max 2010.

Unity uses whatever version is associated with .MAX files.

Ok, right now that would be the latest version.
Maybe that is the issue,
I just realized I will have to wait until the end of the month for Max 2010 support for my RTT program.
I might see if I can change the version of Max that the Max files are associated with.

Thanks!

Hmmm, not sure what is going on then, I changed the file association to Max 2009 but the saved Max file FBX moved into the hierarchy pane has the mapping wrong while exporting it as FBX using the default settings from 2009 creates the correct mapping.
Anything I can look for to get this right?

Double click on the Max file from within Unity to see which version launches. When I was testing out having multiple Max version I had an issue where the associated version was ignored and the file was still opening with the latest version. Exporting manually from FBX may be your best bet for now.

Nope, opened with 2009.

“saved Max file FBX moved” – not sure what this means
Can you make a video?

http://www.screentoaster.com/

Yes, I can make a video but what it means is just saving the Max file in the Unity Project folder and moving it into the Unity scene, not using the FBX exporter in the File/Export module in Max.

What are the differences between the two materials in Unity?

They are using the same material as far as I can see.

If they are using the same material, then it sounds like UVs are not being exported correctly. Can you take some screenshots or make a video of your setup in Unity pointing out the differences?

Here is the Project and Inspector.
Why do you not allow Flash (swf) movies as attachments?

163605–5892–$baked_material_188.zip (96.5 KB)

Can you go ahead and submit a formal bug, include your project folder, and PM me the bug #? I will look into it in more detail.

Additionally, can you try creating a new project, and drop the max file in there with textures and see how it imports?

In the meantime, maybe others on the forum who have seen this problem before can chime in.

Ok, will get back with the ticket number tomorrow, thanks.

Oddly, the simple scenes I am testing are now working it seems. I’ll keep an eye on it and get back to you here if I start to encounter issues again.

Thanks!

May work properly if you had a legit copy.

::FeareD

You are mistaken in your assumption, I pay for all of my software out of my own pocket.

Interesting, so you dished out quite a bit of money for 3ds max 2009 and 2010 which are the same except 2010 has a new interface and you bought Unity Pro as well?
Your either a fool or someone who downloaded it illegally.

But hey I’m just saying.
::FeareD