FBX object disappears after import.

  1. Perhaps the pivot point is way off. Is it centered when you export it?
  2. Maybe some issue with the animation? Have you tried disabling import of animations?
  1. The pivot point is snapped to maya’s origin as it was in the previous version of the mesh.

  2. This is a static piece of environment art with no animation on it.

I am also using fbx export 2014 if that makes any difference.

Yes, but you told it to import animations, and it assigned an animator. Try turning off import of animations. Not likely, but easy to check.

Totally off topic, but that looks really awesome and I want to play whatever it is.

Teessider from Polycount halped me out and solved the issue!

In Maya, I had renamed the OUTLINER name of the object that I selected to export as the fbx file. Unity doesn’t like it when names of submeshes in an fbx file differ from previous files.

Making sure the name of the object in Maya’s outliner lined up with the previous object in Unity saved the day.

Thanks for everyone’s help.

Thanks dude. You’ll be able to play it in a year. Keep track of us at www.dreamsailgames.com

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So it works when you update a submesh without changing the name of this submesh, right?

What about if you will add more submeshes to same fbx? Will they be added to the prefab and visible in the scene after overwriting the fbx file?

I have this problem with skinned meshes. When I’m adding additional submeshes to my fbx (like new part of clothes), they are not correctly added to the prefab that is build from this fbx.

I wouldn’t be surprised to hear if that is problematic and would be happy to troubleshoot it tomorrow.

That’s really odd behaviour. I’Ve never encountered this but it’s good to keep in mind in case something similar happens to me some day. Thanks for the explanation.

Also: This really looks very cool. I like the style :slight_smile:

I’m also having this problem. Made a tool to quickly replace the “missing” meshes but would rather have it work when the FBX is updated :slight_smile: