mesh distortions 3dsmax > fbx > unity

I’ve posted this in Unity Answers (here), but have only gotten one reply that didn’t work out, so thought I’d give this forum a shot - let me know if I’ve posted incorrectly please.

I’m trying to import a simple bone based vertex animation into Unity from 3dsMax. It is the foundation for a more complex model, in which I was having similar problems, so I thought I’d simplify the process down to a simple plane for experimental purposes.

I have a plane with a line of broken vertices in the mesh. The plane is skinned with bones weighting the broken vertices. The bones pull apart the vertices during the animation to create a simple surgical incision. The bones surrounding the incision are mobile, while the other ones are stationary, but hold the rest of the weight. I have converted the plane to an editable mesh, have tried collapsing the trajectories of the keyframes, and have no IK.

However, upon import:
the mesh is stretched and deformed around the incision site; I don’t know if there is a different number of vertices and/or polys during the import/export process. See screenshot here.

  • the gizmo in Unity does not control the corresponding plane g.o. when selected; it is just a wireframe box, leaving the plane g.o./mesh as a separate entity. See screenshot here.
  • the mesh looks great in playback mode, and the animation works fine. See screenshot here.
  • even with backface culling activated for the object in Max, the underside of the plane looks like this.

How do I fix the above problems? Any help would be great, thank you so much in advance. And I apologize if I am unable to respond quickly, as I only have a couple of hours a few days a week to work on this.

Thanks again!

ps - I am using Unity 3.3 and 3dstudio Max 2009.

Try not importing planes into unity :wink: you may notice if you export it through fbx it will tell you technicly planar geometry is not supported, so use a box instead and see if this works better. The only other suggestion I have is make sure your fbx exporter is up to date, IE, just because your using 3ds max 2009, doesn’t mean you shouldn’t have the 2012 fbx version (I think thats the current version).

Thanks larvantholos :slight_smile: I will try it with a box tomorrow. However, for the exporter issue, I looked for the 2012 fbx version for 3ds max 2009, and it’s not posted here; the most recent they have is for 3ds max 2010 (blah). Let me know if you know of another place I can find it.

<.< >.> I’ll let you in on a secret. Click on the archives link, at the bottom :slight_smile:

duh. found it…unfortunately, i’m already using this version. wanh, wanh.