Please Help - Surfing Game- Issue with Importing

Hi all,

I’m totally new to unity. And I know there are countless tutorial vids and other issues relating to importing .fbx files into unity, but of all the videos and forum searches, nothing similar comes up.

From searching FBX import issues already, I’ve taken into account the scaling factor (the default 1/100th scale), pressing f, and importing my textures before I drag my .FBX in. Also - tried in Maya “the delete by type - history” thing and still doesn’t work.

Here’s some context / the problem -

I’m creating a surfing video game. On a previous version of the Maya file, I exported into .FBX (embedded the media). I dragged it into Unity project window and it automatically imports the character .fbx file along with its .fbm folder. Everything in the inspector looks good and great but the only thing is that there were swim fins hidden in the Maya file within the skeleton that I now see in Unity. I expanded the arrow and found the swim fins object in unity and it won’t delete. So I restart- go into my outliner in Maya, select the object, delete, save, and re-export the .fbx like I did before. Everything seems all good and as I drag my (updated) Maya character FBX (with animations) into Unity, nothing shows up, not even in the inspector “preview” window. Only the .fbx file shows up in the “project” window (no fbm folder), and when I expand the arrow, only the “…Avatar” is shown and nothing else. Also, when I drag it into the hierarchy (or scene window), nothing shows up either (kinda obvious since it doesn’t even show in the inspector in the first place).

The weird thing that is concerning me is that why would the one fbx file with the swim fins import correctly and the other “fixed” fbx file without the swim fins not import correctly…?

Heres some screenshots to help clarify -


Heres the correctly imported older FBX file with the swim fins. The drop down arrow in the project window shows all materials that came with the FBX.


Here’s when I selected the animation setting - I noticed the swim fins attached to part of the skeleton in the preview window.


So I went back into Maya- located the swim fins in outliner (both the pasted_polysurface77/78, the visibility was turned off before so that’s why I didn’t see them from before), so selected them both and deleted. Saved and re-exported FBX.


Created a new project, copied my textures into the folder, and dragged in my new FBX file and this is what happens… nothing comes with it as you can only see the “…Avatar” when I drop the arrow down in the project window, and also nothing shows up in my inspector.

I know I’m doing something wrong in the process. If any of you can please help me it’d be greatly appreciated. Thanks so much!!!

Did you try to reimport them in a brand new Unity project ?
I would advise you to restart from the begining.

Oh I just noticed : what are all those sub-files inside “01_default_fs” ?
Another advice : Use well-crafted models, this one is going to give you ton of problems I guess.

Concur with Matt.
Before exporting - clean up your models, textures and rig. There are very few things more frustrating than importing a file and seeing polymesh1587, polysurface423, bone25. Help your future self out by setting up everything properly first.

As for the issue you are having - I’m not a maya user so this is just a guess.
In Max there are two export options, just plain export OR export selected. Is it possible on your second export you had only the mesh selected and choose export selected?

Start a new Unity project and in maya select everything you want to export (after you have cleaned up the names) and re-export into a new Unity project.
Maya and Max fbx export dialogue is slightly different, but Maya may have a check box to export only selected objects, or export all objects including hidden objects. Check through the fbx dialogue to confirm your export settings are correct.

One very good simple test is to re-import the fbx file back into a new scene in maya (I do this in Max) just to make sure there are no losses in data in the export process. If the model/animation/etc look good when the fbx is imported back into a new scene in maya - it will be import into Unity as expected.

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