Hey Guys,
First post here.
I am having a problem with morph targets in my project on a simple o-ring (torus) object. We need them to stretch and bend to get them off of the object they are on. Basically they come into Unity with an emissive type look and I cant figure out why.
Using 3DS Max 2014 and FBX exporter 2014.0.1
Things I have checked:
-Model scale was OK
-Model normals were OK and were not going inside out during morphs
-Checked each morph target by turning them off in 3DS Max and exporting one at a time
-remade and animated all new O-rings but having same problem.
I am using a standard material.
The problem occurs when I export from Max not just with a morpher modifier, but a morpher modifier that has a morph applied (even if its value is 0). It will come in with that emissive look even if there is no animation present on the morphed object.
Attaching a picture. The top o-ring is what the material is supposed to look like and doesn’t have a morph target exported with it. They are both using the same material.
Any help is appreciated.