I’m trying to export from 3DS max as a .max but some of the polys can’t transfer over fo some reasonleaving large gaps in the mesh. Has anybody run into this before? Any fixes?
Collapse the modifiers and try again.
if it doesnt work. export it to .fbx and try again.
and also .max fie is the original file in 3ds max.
Also, try converting your Editable Poly objects to actual Editable Meshes. This could provide some insight as to why you’re getting the errors. RT engines use meshes and not poly objects. (could be some flipped tri/ edge)
Howdy!
If youre dealing with skinned meshes, this can happen if all the vertices arent properly assigned to a bone.
Holy giraffe, Unity!
enable backface culling in max to see wrong oriented faces cause the holes in the giraffe are likely backward oriented faces (you can test that easily. go with the camera behind it, if you see them its backward oriented)
Yeah, I tried that but it seems solid. This is driving me crazy.
If I collapse it the mesh is fine but I lose the animation and vice versa
Can you send me your file? I’ll see if latest Unity gives me any hint…
Hi,
The problem is caused by combination of your mesh and FBX exporter in this case (there is no problem with Unity). If I export to fbx manually and then import back to 3dsMax I see similar problems (see attached screenshot). That’s one of the things I usually recommend, before reporting the problem - try exporting to fbx and then import back into Unity.
For some reason FBX plugin is unable to handle your mesh. When exporting manually I can see a bunch of warnings and one error. The error is:
“The polygon mesh contains invalid faces and needs to be corrected by the application.
The following nodes are affected and only their transform data has been exported:
-giraffe”
I believe it has something to do with it, although it doesn’t explain what, so you’ll have to experiment to figure out.
I hope this helps.
Regards,
Paulius LIEKIS
I broke down this weekend and broke down the Giraffe so that it’d work for me. I mostly had to rebuild and re rig from scratch so in the end, no time or money saved by buying a model, lesson learned. Thanks for trying to help me get a solution to the issue though guys (girls if applicable).
You know i have been in this situation for many times. I always had to rebuild 50% of the model. But later i realized that almost in all cases it was the vertex fault that has not been welded together.
Yeah…that’s one of the things I should mention: the tree was made out of tons of separate polygons (separate objects) - that would kill you performance. You should merge your meshes as much as you can.
Normally I’d take the time to optimize the scene but in this case the on;y things in the scene are the giraffe and the tree.
I just had a very similar problem, but converting the poly into editable mesh solved it.
I had this same issue with an unskinned model, and you were right that the problem was unwelded verts. I just selected all my vertices and did a weld with a threshold of 0.0 and I was able to export to FBX without any errors. Thanks, hope this helps other people as well.
Obviously if you’ve already skinned this isn’t an option because skinning in Max is horrible.


