Vertex count difffers when im Imports the File to UNITY

Hello, I started using UNITY last week. Im an Animator who works with MAYA, now learning UNITY for Game Development purpose…

Im Facing some Technical Problems with UNITY when importing 3d assets from MAYA files. Any help would be greatly appreciated.


Problem 1 :- When I import an FBX or .MA file into Unity and look at the vertex count of the object from within Unity (in the Preview area) the vertex count is different that what is shown in Maya.

Also, if I modify the position of atleast one vertex, the vertex count changes (in unity) while it remains the same in Maya.

My main aim is to use a script to make use of blend shapes but due to this issue of vertex counts being different, my script doesnt work.

See the Attachments

Sphere_01 :- Normal without any Modification

Vertex Count----> 58 (MAYA) 240 (UNITY)

Sphere_02 :- Modified Sphere only by pulling out the Vetices (Haven’t add any Extra vertex/Edges)

Vertex Count----> 58 (MAYA) 255 (UNITY)



Problem 2:- Animation is Jerky in some places/frames with UNITY but it is Smooth in MAYA file.

I animated the Character in MAYA with controls,then i baked the bone animation, cleaned the Graph editor. Finally i exported the animation to FBX 2009 (latest ver) format.

How can i see the current frame number in UNITY when i play the animation sequence… Is there any script available for that…?

Thank you in advance.


What happens if you bring up the edge smoothing angle all the way on import? The reason I’m asking is because I think when you use hard edges the engine will actually break apart the mesh causing multiple verts per hard edges surface. And from the first sphere to the second you go from having hard edged quads to effecting some individual triangles which also causes more hard edged surfaces which results in more individual verts. Its a theory anyway.

http://forum.unity3d.com/viewtopic.php?t=22129

Does it mean the backface culling at 0?

Refer to the thread that Josh Buck pointed you to, that contains your answers.