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Question by Davo 1 · Apr 18, 2011 at 02:43 AM · fbx3dsmaximportingcharacters

Reimporting fixed character FBX vert ordering explodes

Hi, I have a bunch of characters in Unity that where working fine. I made them in max 2011. Each has a dozen or so animations output using the name@animation format. All good so far.

Then I wanted to do some minor updates to the meshes.

Without changing the skeleton, I modified my models, collapse the transforms, re-skinned to the skeleton using a fresh skin modifier (3 bone limit, all verts weighted) and export over the old file whilst unity was off. I then booted up Unity. The models appear, but when playing the animations, the vertex order appears to be shuffled-with polys scrambled within the correct silhouette of the model.

My animation files do not contain the mesh model, just the bones. I was planning on using the bone system with a series of characters.

I have systematically run through each version of the FBX exporters in case that was a factor. I have tried converting the poly mesh to editable mesh. I have tried snapshotting the mesh, and skinning that - but again, no joy. I have tried importing the FBX of one of the animations, then rigging to THAT, just to make absolutely sure the names are the same, but again- pizza time.

Is there some sort of skin cache file in unity I need to delete to update my skinned models?

Cheers in advance!

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avatar image SisterKy · Jul 15, 2011 at 01:01 AM 0
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Retagged max to 3dsmax. Greetz, $$anonymous$$y.

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Answer by Paulius-Liekis · Apr 18, 2011 at 06:03 AM

I'm not entirely sure how you problem looks. Can you post screenshots? Do you mean it look correct in the the preview, but on in the scene?

The only way I now to reset some kind of "cache" is to remove your model from a scene and add it again. Not very convenient way, but fixes some things.

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avatar image Davo 1 · Apr 18, 2011 at 08:47 AM 0
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I rebuilt the prefab and it seems to fix it. Not very keen on having to do this every time I update the art. Is there a work around?

avatar image Paulius-Liekis · Apr 18, 2011 at 01:55 PM 0
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I would be good if you could submit a bug on this, because we know about the bug, but we don't have good repro. We need scene before the update and the asset file to update.

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Answer by Davo 1 · Dec 12, 2011 at 02:43 PM

Excuse the delay- dragged off to project after project... finally have time to revisit my game.

This bug I was seeing is, infact, another occurance of the FBX reimporting into prefabs nightmare people are mentioning in other threads. I discovered no problem with the assets when doing a fresh import of a duplicate of the assets.

UHHHHHHHHHGGGGGGGGG!!!!!!

How on earth I am supposed to update all my temporary assets now? Rebuild the lot to load the model dynamically seems to be the feedback, but then I cannot see the model to place it. This is horrible!

Is anything being done to fix this so art can be updated?

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