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[Closed] 3dsMax Morpher changes normals / tangents in Unity
I've created a split mesh character and used Edit Normals to average normals across multiple meshes so I can have a custom character with smooth normals...If I add a skin modifier on it's own it imports into Unity fine, but if I add a morpher modifier onto the head under the skin the normals/tangents seem to get messed up a little.
I could work with it, but I'd much prefer it to be a flawless transition between the two models, which is is without the morpher.
Any thoughts on how to get around this issue short of bone animation?
O$$anonymous$$, so the issue is the FBX exporter...by using 3ds$$anonymous$$AX 2016...and therefore the latest version of the fbx exporter eg. 2016 I was able to get trid of the seam that was appearing...I haven't tested full animation yet as I need to rerig the character...again. Should be fine though...maybe :)
I could not for the life of me find the plugin to update the fbx exporter in $$anonymous$$ax 2015 as much as I would have liked to keep it a generation back for potential compatibility issues.
Answer by Kali2048 · Oct 10, 2015 at 04:00 PM
From 3DSMax, have you exported the normals and tangents in the fbx ? In unity, have you set the normals and tangents to be imported from the fbx and not calculated ?
Yes I have. It all works fine, as long as there isn't a morpher on any of the meshes.
The difference in normals only arises if there is a $$anonymous$$orpher in the stack. I tried applying morpher on all of the objects so it would sort of do everything across the board, but morpher seems to change all the normals somehow.
Another thing I tried was to copy the mesh in question before applying the morpher then then after, hoping that it would keep the same information somehow...to no avail.
Basically, adding a morpher changes the normals...One thing I might try is putting a morpher on, and taking off all the skin modifiers...and see what the result is. Not that that will work, but it might be interesting to see the result.
Yeah, so I did a quick test without skin and just added a $$anonymous$$orpher to one mesh...and the issue is indeed the $$anonymous$$orpher $$anonymous$$odifier.
Unfortunately I can't edit the normals again after the morpher is applied, as it thinks the normals are actually averaged perfectly fine...
Basically, there seems to be a bit of a discrepancy between $$anonymous$$orpher in $$anonymous$$ax and the normal export using fbx...tricky one!
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