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How can I bake lightning into a fbx mesh?
Although I turn on "static" in fbx meshes, the program still replyes "no selected mesh is static" when I press the "bake selected" button in the lightmapping panel.
I have tried the "static" checkbox in the fbx object and in the ones inside it.
With Unity own meshes it doesn't happen.
Any idea of the reason for this behaviour?
Trank you.
Answer by OllyNicholson · Jun 03, 2014 at 11:04 AM
Did you apply 'Generate Lightmap UV's' ? you need a set of UV's to work with as lighmapping is baked into a texture that is UV mapped in a separate channel rather than 'baked into a mesh'. Unity primitives already have these UV's but imported objects do not, unless specifically generated either at source or by checking this option in the inspector for the imported FBX
Thank you both of you!
The problem was the "bake selected", with "bake scene" it worked fine!
But now, why can't I use the "bake selected" option with some imported meshes?
(I have found it happens with *.max files too)
Answer by andrew-lukasik · Jun 03, 2014 at 11:10 AM
Maybe check if all proper Mesh Renderers in that scene are set specifically as "Lightmap Static" and it's project FBX files "Generate Lightmap UVs" And secondly test if "Bake Scene" works because it may be something to do with selection.
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