Rendering Issue, with video preview!!

Hey 3d experts,

So the issue is that a 3d object (created in blender and exported as an fbx) is occasionally not being rendered at certain angles when either the editor camera or game camera gets close to it. The object has bones and I did not scale the mesh when I imported it, so its scale in unity is .01

My hypothesis is that between the size of the mesh, unity transforms, and bones manipulating the shape, the camera is tricked into thinking that the object is larger then it visually appears. So when the camera gets close to it, the near clipping plane of any camera detects that its larger or closer then it is so it isn’t rendered.

http://www.youtube.com/watch?v=X7q8CQtAYjw&feature=youtu.be
here is me just manipulating objects in the editor, the cube with the gradient texture is my custom 3d object. The plain white one is a default cube. For some reason there is no issue with getting close to the custom cube if the z is scaled down to make it a cube. Once it is restored to its full dimensions and the z is expanded, the bones spread out and the rendering problems start.

http://www.youtube.com/watch?v=tCiUigaWpC4
here is the play mode. as you can see the cube I make on the fly renderes just fine and the other cube should be appearing, however the game camera is having the render issue I am describing.

Any thoughts? I am not very familiar with bones, and less familiar with bones in unity.

Thanks for your input,
Chrone

Thinking it’s probably that the bounding box of the mesh isn’t updated when it’s scaled so if the initial cube isn’t in view it is frustum culled. Adjust the bounding box and the problem should go away.

Ah yes that is definitely it!
its not updating the bounds, because if I move the camera outside of where the shape would have been if I didn’t scale it, it unrenders thinking that its off the screen but its new size makes it on the screen!

I tried a quick script to alter the bounds, and after kind of getting it to work, I found a check box on the skinned mesh renderer called
“Update when Offscreen”, which totally fixes my problem.

Thanks for the help though, it definitely pointed me in the right direction, I’ll just be carful with these being outside of the camera.