Vertex coordinates of mesh imported from Blender as fbx are all equal to 0,0,0?
Edit: When I use FBX ASCII export and set Normals == None in Unity's import settings it allows me to access the vertices as expected, I have no idea why this works though..
I was trying to figure out what was wrong with altering the vertices of my model and found that printing the vertices of a model imported from blender resulted in every vertex being == (0, 0, 0). Using the same script to print the vertices of a Unity created Cube worked as intended.
GameObject go_body = GameObject.Find("tiger_body");
Mesh mesh_body = go_body.GetComponent<MeshFilter>().mesh;
Vector3[] body_verts = mesh_body.vertices;
for (int i = 0; i < body_verts.Length; i++){
print(body_verts[i]);
}
Does anyone have any insight into why the blender model is different? I additionally don't understand how the game engine can render it in the correct place when all of the mesh's vertices are equal to (0, 0, 0)?
Thanks in advance!
I tried exporting it in ASCII instead of binary and the vertices exist as expected in the fbx file, why is Unity not recalling them properly with mesh.vertices;?
Additionally, when I export using .OBJ the vertices work as expected as well.
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