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Why are skinned meshes from blender 2.49b that are imported to Unity 3.3 messed up?
When I import my character with it's animations into unity, when an animation is playing, some of the vertices do not move (as if they were not weight painted in blender) however when I go to check the character in blender, it is all fine. Does anyone know what is causing this?
Note: The same character meshes were fine in Unity 2.61 also when I converted one of my 2.61 projects to unity 3.3, a mesh that was fine before did the same thing. All of my skinned models are doing this.
Thanks in advance.
Edit: This is the error I am getting, I have already checked and all of these vertices have been weight painted and assigned to one of the bones:
ImportFBX Warnings: Mesh 'Cylinder' has 11 (out of 1284) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 292, 300, 347, 348, 349, 432, 433, 1037, 1099, 1123 and so on...
UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean) UnityEditor.DockArea:OnGUI()
Edit2: I tried rigging one of my models by using vertex groups and then making the model a child of the armature, this way of rigging worked, however I am still looking for a solution to this as I do not won't to re-rig all of my models. Before, I was rigging by having the object have an armature modifier and then weight painting. I hope this helps...
$$anonymous$$aybe 2.49*b* already counts to 2.50. Blender versions between 2.50 and 2.55 have a broken fbx exporter:
http://unity3d.com/support/documentation/$$anonymous$$anual/HOWTO-ImportObjectBlender.html
@Bunny83: no, 2.49b is a separate and old version. I haven't had any problems with it in Unity 3.
Answer by Heratitan · Jun 21, 2011 at 08:09 PM
I finally found the solution to my problem: It turns out after the update from unity 2.61 to 3.3 it got much more pickier about skinned meshes so, unless all of the vertices were painted with a full weight of 1, they had that problem, also faces that were not on the outside of the object needed to be deleted.
About unity beeing pickier now: there are quality settings for how many bones can influece a vertex. Go to "Edit" -> "Project Settings" -> "Quality" -> Other, Blend Weights: 1 bone, 2 bones or 4 bones. I set it to 4 bones, this solved all my weighting issues.
I second this comment, and thank you so much for posting. I've been fighting with this for 3 days!
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