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Missing meshes when importing fbx from Blender
Hello, I am using as 3d models in my game fbx files imported from blender because I don't know why, when I import something .blend to Unity, it says that Unity can't import .blend files.
Anyway, this is working well except with one object, a little feather that I draw in blender:
In the image above, the right one is the feather in the blender. The other two are the feather in the Unity from different perspectives. The strange is if I look it from its back and its front, the missing meshes from one side appears in another side and vice-versa. Can some one help me. I don't want to draw it again :P
Answer by savanik · May 24, 2012 at 05:37 PM
I'm a little late to the party, but what you need to do is pop open blender and check your face normals. You can view them by opening the Properties menu (N) and then there's a checkbox down a ways to display normals. Once you can see the ones that are flipped the wrong way around, you can select the errant faces (Ctrl-Tab, Select Faces) and 'Flip Normals'.
Keep in mind, your model is only one sided. If you want people to be able to view that feather from either side, you'll need to have a double sided mesh. And the 'double sided vertices' in Blender only works for Blender's rendering engine, it does NOTHING to the Mesh data itself. So you'll need to create a copy of it, flip it around, and weld the two together so it's a single mesh again - otherwise they'll be two distinct meshes, and Unity only allows one mesh per mesh filter.
Another Blender user here, confir$$anonymous$$g this as the right answer. It won't let me upvote for some reason.
Also, a quick way to fix normals in Blender is to use Faces -> Normals -> Recalculate Outside. Usually it produces the correct effect.
One more tip - this happens frequently with models built in Google SketchUp, since SketchUp displays backfaces and many modelers do not think to check their normals. Whenever you download from 3DWarehouse, be sure to check the model's normals, as you could end up with gaping holes in the geometry when it's brought into Unity.
Ah I solved it using the second suggestion, I created a very thin cube and putted the feather texture on it, thank you. I'll mark your answer as accepted for future reference.
This is a definite up vote. a quick google search led me to this topic, and within seconds i was able to resolve the issue. i was a little worried at first...spent so much time on that building, haha. thanks guys for the very useful replies.
Answer by swisscoder · Jan 22, 2012 at 04:31 PM
Did you try this possible solutions?
http://answers.unity3d.com/questions/34572/blender-mesh-import-issue.html
Did you try adjusting the settings of the [FBX]-Importer?
Hello, thank you for the link. I tried to use that they said there. I use the "remove double vertices" and tried to recalculate the normals( selecting all the object and only some parts). But only some meshes appeared and others disappeared.
Also I tried to read about the Unity's fbx importer in the site but I didn't find anything that could help me (I think). Can you give me some link about fbx-importer that you think it can help me with this problem?
Answer by savanik · May 24, 2012 at 05:37 PM
I'm a little late to the party, but what you need to do is pop open blender and check your face normals. You can view them by opening the Properties menu (N) and then there's a checkbox down a ways to display normals. Once you can see the ones that are flipped the wrong way around, you can select the errant faces (Ctrl-Tab, Select Faces) and 'Flip Normals'.
Keep in mind, your model is only one sided. If you want people to be able to view that feather from either side, you'll need to have a double sided mesh. And the 'double sided vertices' in Blender only works for Blender's rendering engine, it does NOTHING to the Mesh data itself. So you'll need to create a copy of it, flip it around, and weld the two together so it's a single mesh again - otherwise they'll be two distinct meshes, and Unity only allows one mesh per mesh filter.
Answer by Steviebops · Dec 11, 2013 at 07:07 PM
Another late answer, I had a similar problem of faces not showing up, and I found that it was being caused by an n-gon. A face with six vertices in this case. I added two edges to break up the face, and that fixed the issue.
Answer by Dadlord · Sep 19, 2015 at 03:33 AM
You can view them by opening the Properties menu (N) and then there's a checkbox down a ways to display normals. Once you can see the ones that are flipped the wrong way around. Then select all faces on "A", go to "Mash" in menu, select "Normals" and "Recalculate Outside"!
[1]: /storage/temp/54568-2015-09-18-1.png