What should be imported in my .fbx?

Am trying to get a skinned mesh with blend shapes from Blender into Unity. Am trying to import a variety of ways. Binary FBX export, Ascii FBX export, and straight from the .blend file. All seem to work to various degrees but when I add them to the current scene I am seeing behavior that seems strange. The first time I click to select the character in scene view I get one set of components in the Inspector (a transform and an animator). If I click it again in scene view I get a new set of components in the Inspector (another transform, a skinned mesh renderer, and a material).

In the Project view, if I expand the character asset out with the little arrow I see: 2 thumbnails of my mesh (one shaded, and one shaded wireframe), my rig, my actions, and an avatar. Why are there 2 thumbnails of my mesh??? Why can I click on my game object twice and see different stuff in the inspector??? Is something wrong, or is this correct behavior for Unity???

I just don’t want to proceed and hit problems later. Thanks for any answers.

1 Answer

1

Hey, I had some odd issues with Blender → Unity also, first of all, make sure all your normals are generated correctly in Blender, you can doing this by pressing N and that’ll open up a new area, on the right hand side of the screen, scroll down until you see: “Normals”. Click on Faces, and make sure all blue lines are pointing out from the section you want the player to be able to see, also try exporting the file as a .obj, that solved most of my problems last time, Also, it seems like something is wrong, once in a while unity will mess up, so don’t be afraid to save and save often and restart when needed. Hopefully I helped, but you didn’t provide any error messages or describe in too great detail exactly what was happening, maybe some images would help?