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Unity re-ordering triangle indexes??
I've imported a mesh from 3d Studio Max.
The mesh imports with the correct number of vertices and triangles.
However, the triangle indexes of the imported mesh are different than the ones in my 3d app. It's like Unity re-orders the triangles during import? This is very frustrating because I need to coordinate some data between unity and 3dsmax that is triangle-index dependent. Everything breaks when triangle n in Unity is not the same triangle as triangle n in 3dsmax.
Has anyone encountered this before? Is there a fix/workaround?
I don't have an answer, but I've run into similar issues when importing other formats. In any case, I'm guessing that Unity processes meshes on import in ways that don't necessarily preserve data order. (If this is a must-have feature for you, one option might be to implement a custom importer.)
Cheers....I might go the custom importer route since it wouldn't be that difficult. Just a bit annoying....
Answer by DaveA · Mar 24, 2011 at 11:38 PM
Do you have any optimizations turned on when importing?
Nope...as mentioned, same number of tris and verts come in. Just the tri order is different.
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