Just started with Unity. The documentation is excellent in general but for importing objects it largely says just import using FBX. The shape came through fine but there’s no texture applied. I did check the resources and the texture hadn’t been imported. I was able to import it separately and apply it which isn’t a big hassle but I was wondering if there was a way to have the textures import as well as the geometry. With FBX it should be referenced already. It worked great otherwise and the very cool thing is Modo one meter seems to be in line with Unity one meter for a scale reference which is a godsend. Most engines it’s a massive headache figuring out a scale conversion.
I’m a huge fan out of the gate I was just wondering if there was an easier way? Importing resources is normally a headache period but with Unity it took me minutes to figure out and minutes to figure out importing and applying textures. Completely intuitive.
I’m not sure if this is the same issue I had a few versions prior, but try saving your .FBX from modo directly to the Unity project folder.
Something seemed to go wrong when I used the Asset → Import New Assets… with .obj and maybe an issue with .fbx
However if I saved them directly to the project folder Unity opened them fine. I’ve also used .fbx via Cheetah and have no problems with imports.
Cheers,
I was reading the manual and it turns out Unity has the 8.3 limit on names. I’ve gotten pretty loose in my naming conventions over the years and I exceeded the “8”, I’m normally PC and things are pretty loose in the PC world. I just tried it and it imported fine this time.
Is it possible to generate light maps inside Unity? The section on Light Maps is blank so I guess the documentation isn’t done yet. I haven’t found anything like a relight function.
Still stunned at what I’ve been able to do in a couple of hours. The physics are a blast. I figured out how with a combination of tweaking bounciness and the mass of various objects I could get a wide range of movement. Also Freeze Rotation is surprisingly handy. Although it’s not laid out like Maya there’s a lot of the same logic used so physics are really easy to set. I always found Maya physics the easiest in the business to set. A very intuitive interface. Lighting and object placement is surprisingly like CG softwares. Most engines try to reinvent the wheel. Unity went with more standard conventions. Makes it really easy to learn. Also excellent documentation doesn’t hurt. Most afordable engines are largely undocumented.
The only format that requires 8.3 paths is .3DS and that is a limitation of the file format. All other formats, the ones you usually use are unlimited path names.
I’m still having the issue even when I use 8.3. Sometimes it works and sometimes it doesn’t. Not a huge problem since it’s easy to import and assign textures. Got to be something with what I’m doing since it has worked a couple of times. Just odd.