I’d like to ask for help regarding the above error message.
I’m working with modo 501 SP5 and Unity Pro 3.4.2f3.
I’m exporting my assets from modo with a script to fbx files, and using those in Unity.
The lxo files are also in the Project folder, but doesn’t need to be converted into fbx.
However it seems that Unity is continually trying to do that with all my lxo files after saving. This takes VERY long time, Unity freezes for long minutes after each save I make in modo, which slows down my workflow a lot.
At the bottom of the screen I get the following message: Modo couldn’t convert the .lxo file to fbx file.
Clicking on that message I get this error report:
Could anyone help, how to swith off Unity approach of file conversion?
A year ago using Unity 2 I had no similar problem…
Basically any file that is located in the assets folder will be automatically converted into FBX by Unity. If you don’t want them to be converted, move them into a separate folder in the top level of your folder. I have a GFX Work folder in my top project folder and the assets underneath it aren’t converted.
Yeah - Unity will attempt to load the .lxo in by getting modo to save it out as a .fbx via command prompt so that it can import the file contents.
The only way to avoid that is to keep them outside of your Assets folder.
I keep all my source artwork (.psd, .lxo, .max, etc) in an ArtSource folder beside (not inside) Unity’s own Asset folder and ensure I only put my final .tga and .fbx files inside the asset folder.
Saving in an outer folder seems to be a good solution, but I thought that maybe this coverting attempt can be just switched off… Too bad.
This won’t be too easy for me: the script that I use saves the mesh item in fbx instantly in the same folder where the lxo file is, so like this I’ll have to copy-paste all the assets after every little update…but this will definitely be faster then Unity’s struggling with the conversion. BTW why is it unsuccessful? The modo version should be okay for that.