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Model has different import in Unity 3.5
I have an fbx for a simple animation dummy model. It consists of just a couple of connected bones (CameryDummy_Static (root) and CameraDummy_Anim). When imported in Unity 3.4, it appears in the Project list as CameraDummy, with the child CameraDummy_Anim. After upgrading to Unity 3.5, however, the child is CameraDummy_Static and there's no sign of CameraDummy_Anim. In game, the animations which move CameraDummy_Anim around no longer have any effect.
Here's (I hope) the relevant bit of the fbx:
; Object definitions
;------------------------------------------------------------------
Definitions: {
Version: 100
Count: 7
ObjectType: "GlobalSettings" {
Count: 1
}
ObjectType: "AnimationStack" {
Count: 1
PropertyTemplate: "KFbxAnimStack" {
Properties70: {
P: "Description", "KString", "", "", ""
P: "LocalStart", "KTime", "Time", "",0
P: "LocalStop", "KTime", "Time", "",0
P: "ReferenceStart", "KTime", "Time", "",0
P: "ReferenceStop", "KTime", "Time", "",0
}
}
}
ObjectType: "AnimationLayer" {
Count: 1
PropertyTemplate: "KFbxAnimLayer" {
Properties70: {
P: "Label", "KString", "", "", "Layer"
P: "Weight", "Number", "", "A+",100
P: "Mute", "bool", "", "",0
P: "Solo", "bool", "", "",0
P: "Lock", "bool", "", "",0
P: "Color", "ColorRGB", "Color", "",0.8,0.8,0.8
P: "BlendMode", "enum", "", "",0
P: "RotationAccumulationMode", "enum", "", "",0
P: "ScaleAccumulationMode", "enum", "", "",0
P: "BlendModeBypass", "ULongLong", "", "",0
}
}
}
ObjectType: "Model" {
Count: 2
PropertyTemplate: "KFbxNode" {
Properties70: {
P: "QuaternionInterpolate", "bool", "", "",0
P: "RotationOffset", "Vector3D", "Vector", "",0,0,0
P: "RotationPivot", "Vector3D", "Vector", "",0,0,0
P: "ScalingOffset", "Vector3D", "Vector", "",0,0,0
P: "ScalingPivot", "Vector3D", "Vector", "",0,0,0
P: "TranslationActive", "bool", "", "",0
P: "TranslationMin", "Vector3D", "Vector", "",0,0,0
P: "TranslationMax", "Vector3D", "Vector", "",0,0,0
P: "TranslationMinX", "bool", "", "",0
P: "TranslationMinY", "bool", "", "",0
P: "TranslationMinZ", "bool", "", "",0
P: "TranslationMaxX", "bool", "", "",0
P: "TranslationMaxY", "bool", "", "",0
P: "TranslationMaxZ", "bool", "", "",0
P: "RotationOrder", "enum", "", "",0
P: "RotationSpaceForLimitOnly", "bool", "", "",0
P: "RotationStiffnessX", "double", "Number", "",0
P: "RotationStiffnessY", "double", "Number", "",0
P: "RotationStiffnessZ", "double", "Number", "",0
P: "AxisLen", "double", "Number", "",10
P: "PreRotation", "Vector3D", "Vector", "",0,0,0
P: "PostRotation", "Vector3D", "Vector", "",0,0,0
P: "RotationActive", "bool", "", "",0
P: "RotationMin", "Vector3D", "Vector", "",0,0,0
P: "RotationMax", "Vector3D", "Vector", "",0,0,0
P: "RotationMinX", "bool", "", "",0
P: "RotationMinY", "bool", "", "",0
P: "RotationMinZ", "bool", "", "",0
P: "RotationMaxX", "bool", "", "",0
P: "RotationMaxY", "bool", "", "",0
P: "RotationMaxZ", "bool", "", "",0
P: "InheritType", "enum", "", "",0
P: "ScalingActive", "bool", "", "",0
P: "ScalingMin", "Vector3D", "Vector", "",0,0,0
P: "ScalingMax", "Vector3D", "Vector", "",1,1,1
P: "ScalingMinX", "bool", "", "",0
P: "ScalingMinY", "bool", "", "",0
P: "ScalingMinZ", "bool", "", "",0
P: "ScalingMaxX", "bool", "", "",0
P: "ScalingMaxY", "bool", "", "",0
P: "ScalingMaxZ", "bool", "", "",0
P: "GeometricTranslation", "Vector3D", "Vector", "",0,0,0
P: "GeometricRotation", "Vector3D", "Vector", "",0,0,0
P: "GeometricScaling", "Vector3D", "Vector", "",1,1,1
P: "MinDampRangeX", "double", "Number", "",0
P: "MinDampRangeY", "double", "Number", "",0
P: "MinDampRangeZ", "double", "Number", "",0
P: "MaxDampRangeX", "double", "Number", "",0
P: "MaxDampRangeY", "double", "Number", "",0
P: "MaxDampRangeZ", "double", "Number", "",0
P: "MinDampStrengthX", "double", "Number", "",0
P: "MinDampStrengthY", "double", "Number", "",0
P: "MinDampStrengthZ", "double", "Number", "",0
P: "MaxDampStrengthX", "double", "Number", "",0
P: "MaxDampStrengthY", "double", "Number", "",0
P: "MaxDampStrengthZ", "double", "Number", "",0
P: "PreferedAngleX", "double", "Number", "",0
P: "PreferedAngleY", "double", "Number", "",0
P: "PreferedAngleZ", "double", "Number", "",0
P: "LookAtProperty", "object", "", ""
P: "UpVectorProperty", "object", "", ""
P: "Show", "bool", "", "",1
P: "NegativePercentShapeSupport", "bool", "", "",1
P: "DefaultAttributeIndex", "int", "Integer", "",-1
P: "Freeze", "bool", "", "",0
P: "LODBox", "bool", "", "",0
P: "Lcl Translation", "Lcl Translation", "", "A+",0,0,0
P: "Lcl Rotation", "Lcl Rotation", "", "A+",0,0,0
P: "Lcl Scaling", "Lcl Scaling", "", "A+",1,1,1
P: "Visibility", "Visibility", "", "A+",1
}
}
}
ObjectType: "NodeAttribute" {
Count: 2
PropertyTemplate: "KFbxSkeleton" {
Properties70: {
P: "Color", "ColorRGB", "Color", "",0.8,0.8,0.8
P: "Size", "double", "Number", "",100
P: "LimbLength", "double", "Number", "",1
}
}
}
}
; Object properties
;------------------------------------------------------------------
Objects: {
NodeAttribute: 706662208, "NodeAttribute::", "LimbNode" {
Properties70: {
P: "Size", "double", "Number", "",0.00021119685152371
}
TypeFlags: "Skeleton"
}
NodeAttribute: 706661088, "NodeAttribute::", "LimbNode" {
Properties70: {
P: "Size", "double", "Number", "",0.00021119685152371
}
TypeFlags: "Skeleton"
}
Model: 1049926912, "Model::CameraDummy_Static", "LimbNode" {
Version: 232
Properties70: {
P: "PreRotation", "Vector3D", "Vector", "",-90,0,0
P: "RotationActive", "bool", "", "",1
P: "InheritType", "enum", "", "",1
P: "ScalingMin", "Vector3D", "Vector", "",0.01,0.01,0.01
P: "ScalingMax", "Vector3D", "Vector", "",0.01,0.01,0.01
P: "DefaultAttributeIndex", "int", "Integer", "",0
P: "LODBox", "bool", "", "",1
P: "Lcl Translation", "Lcl Translation", "", "A+",-8.20117065813974e-009,9.77976532899995e-017,3.0517578125e-007
P: "Lcl Rotation", "Lcl Rotation", "", "A+",90.0000006832453,-0.00093755716797416,-1.86693352852222e-005
P: "Lcl Scaling", "Lcl Scaling", "", "A+",0.0100000000013393,0.0100000000013388,0.0100000000000005
P: "MaxHandle", "int", "Integer", "U",521
}
MultiLayer: 0
MultiTake: 1
Shading: T
Culling: "CullingOff"
}
Model: 1049949024, "Model::CameraDummy_Anim", "LimbNode" {
Version: 232
Properties70: {
P: "InheritType", "enum", "", "",1
P: "ScalingMin", "Vector3D", "Vector", "",0.01,0.01,0.01
P: "ScalingMax", "Vector3D", "Vector", "",0.01,0.01,0.01
P: "DefaultAttributeIndex", "int", "Integer", "",0
P: "LODBox", "bool", "", "",1
P: "Lcl Translation", "Lcl Translation", "", "A+",8.20087734609842e-007,-8.67361737988404e-019,-3.01598320220364e-005
P: "Lcl Rotation", "Lcl Rotation", "", "A+",8.50881020539341e-007,1.86693230966851e-005,-0.000926191288247327
P: "Lcl Scaling", "Lcl Scaling", "", "A+",0.999999344479615,0.999999940527728,0.999999284744327
P: "MaxHandle", "int", "Integer", "U",522
}
MultiLayer: 0
MultiTake: 1
Shading: T
Culling: "CullingOff"
}
AnimationStack: 1048725328, "AnimStack::Take 001", "" {
}
AnimationLayer: 1048713616, "AnimLayer::BaseLayer", "" {
}
}
; Object connections
;------------------------------------------------------------------
Connections: {
C: "OO",1049926912,0
C: "OO",1048713616,1048725328
C: "OO",1049949024,1049926912
C: "OO",706662208,1049926912
C: "OO",706661088,1049949024
}
And the meta file:
fileFormatVersion: 1
guid: c86500e2d2b77ba4a9283a24d9c0a898
ModelImporter:
importerVersion: 7
meshes:
scaleFactor: 1
useFileUnits: 1
meshCompression: 0
generateColliders: 0
swapUVs: 1
tangentSpace:
normalImportMode: 0
tangentImportMode: 1
smoothingAngle: 60
splitTangents: 1
materials:
generation: 0
animations:
generation: 3
bakeAnimations: 0
animationCompression: 1
animationWrapMode: 0
splitAnimations: 1
nodeInfo:
//RootNode:
- 100000
- 400000
- 11100000
CameraDummy_Anim:
- 100002
- 400002
AssetImporter:
importerVersion: 1
fileIDToRecycleName:
7400000: Take 001 //// CameraDummy
Answer by rho21 · May 29, 2012 at 09:15 AM
From the support forums:
[Quoting ericksson (Unity test engineer)]
Seems to be related to this known issue in Unity 3.5 (from the release notes):
"In 3.5 the behaviour of when to add an extra root node containing imported nodes has changed. Previously it was based on if there are multiple root nodes and in order to fix issues where character animation files had only one but the model had multiple, it was using the @ notation files to figure out when to add multiple root nodes. Now the logic is simply: if any of the root nodes have a rigged bone attached or if there are multiple root nodes. This fixes a lot of issues in animations. In some rare cases it might lead to animations not play when importing, they can be fixed by matching the number of bones in the animation fbx file to the fbx file that contains the model."
If you can't fix it using the suggested solution, please submit a bug report and attach your .fbx file.
I can't currently test whether this will fix my problem, but I'm accepting the answer anyway as it seems likely.
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