Greetings;
In this image, I have two mesh objects in Max 2010 that started life as a pair of Editable Polys. Later I combined them using Attach and then converted the resulting object into an Editable Mesh. This was then exported using the latest FBX exporter.
Section A. shows what I see in the Unity Scene window when I drag the imported mesh into it- only part of the mesh. B and C are also from Unity, but from the Inspector window, and shows what the object should look like. I’m not sure why Unity considers the other part of the object a sub-mesh even after being attached and resetting the Xform.
Can anyone recommend a way of fixing this so that both pieces of the mesh appear properly?
Thanks!
-g
Sounds and looks like your import settings reset the childs transform thus its likely within that yellow box.
you can check that by expanding the hierarchy of the box in the scene hierarchy
Could you post your mesh?
Certainly, here is the .FBX file.
I was unable to see the remaining mesh parts inside the yellow block, and the scene hierarchy didn’t provide me with any clues. I do wonder why the vertex count is so high though, it isn’t that way in the Max scene.
Thanks for having a look!
-g
320517–11312–$boxes_916.zip (6.12 KB)
Which Unity version are you using?
I tried it in Unity iPhone 1.7 (it’s somewhat similar to Unity 2.6.1 from importer point of view) - it works fine. I don’t have Unity 2.6.1 on this computer - I can try your mesh later.
Are you sure you haven’t done anything weird? like drop your mesh (with one bone) into project and loose prefab connection somehow and then update it to two meshes?
Can you open a new project, import your mesh and drop it into scene. Do you get the same result? If so - could you send me the whole project folder (with Library).
Vertex count makes sense to me. I guess in max you see total vertex count - 8, which means total 8 vertices, because it ignores the fact that UV coordinates do not match on these vertices. Unity can’t ignore that fact (because of the way rendering works), so it has to split vertices if UV coordinates do not match, so you get the following equation:
4 (quads on each side of the box) x 6 (sides of the box) x 2 (count of boxes) = 48
I’ve gone back and created a completely new scene in Max and the resulting new box works properly, even in my existing Unity scene.
This is with Unity 2.6. I wonder if perhaps there is something in the scene the client provided me with that would have caused this behaviour. I had read in other similar threads that people had this issue with bones and animation data, but nothing like that was present in the object.
Thanks for having a look;
-g