Model Import Difficulties

Greetings,

I am trying to import a model into Unity but seem to be getting some undesiserable results.

The model was created in blender. It is acttualy the model from the “Introduction to Character Animation” tutorial off the main website.

http://wiki.blender.org/uploads/1/19/Tutorial_body.blend

The model has the main body mesh and 2 spheres for eyes.

The problem I am having is when I import it into Unity the mesh seems transparent no matter what material I seem to put on it. You can see the eyes and the inside of the mouth when looking at the model from diffrent angles. There are 3 materials that go on the model. 1 for the body, 2 for the eyes (and inside of mouth)

I have tried using the .blend file, .fbx file, .3ds file and get the same results. I haven’t had a problem like this with any other models I have imported into Unity.

Does anyone know what is happening and how I can fix it?
I really would like to play around with this model.

I thought I would add a screen shot of the issue to help everyone understand the problem. See how you can see the eyes and the mouth through the mesh? You can also see the inside of the legs and such at the right angles.

What gives?

It looks like your normals are reversed. Ive never used blender, but its bound to have a way to switch the normals around. Should solve your problem

Ahh there we go. I am pretty new to this 3d CG stuff. That was the problem!

Thanks so much. I have spent DAYS tring to get this to work.

Thanks again!!!

Now it seems the eyes have disconected or something. The eye shere mesh seems to have imported and is in the project panel. But the eyes are not on the model anymore?

Looking at your model, it looked like the original model had correct normals for the eye and the tongue, but the mesh was backwards. If you reversed normals on the entire thing, now the eyes are backwards and you can only see the back of the eyes (which would be inside the characters head and invisible).

Take your model you have now and reverse the normals on just the eyes and tongue, leaving the body normals the same. Sorry, i wasn’t clear on that before.

Ok. So the eyes are still detached… I reversed the normals on the eyes and physically dropped them in next to the exsisting body mesh. The pupils are missing. I tried reversing those normals again and nothing changed…

Why are the eyes disconected?
What happened to the pupils? (The eye has 2 matrials on it…one for the whites and one for the pupils…

I’m wondering if the fact that the eyes are parented to a bone in the armature is causing an issue?

I see they are in unity parented to the Armature.
When I select the Armature, the inspector preview window shows the eye like they are supposed to be…

Then it’s probabably related to weight maps. If those verts are not mapped to a bone weightmap, it will not display in unity.

It does not appear to have any bones. Unity by default imports a root object which seems to be what you are looking at. There seem to be three meshes for the different parts (eyes and body), but no hierarchy for the bones. That would eliminate bone weights as a problem. Unless we (the forum users) cannot see the armature because you parented the body to it or something and we cannot see the fully expanded form in the hierarchy.