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Importing a Skinned Mesh Breaks the Normals
I'm trying to import a skinned mesh from Maya 2018 to Unity 2018.2.6f1. I had previously been trying to import from Maya 2017 to a recent but earlier version of Unity and had the same issue, updating my software didn't change anything. When I import a standard mesh, everything is fine. However, as soon as I bind the mesh to a skeleton, the normals get messed up.
In the picture, the mesh on the left is the unbound mesh with correct lighting. The mesh on the right is after I've bound it to a skeleton. I've been searching the forums for answers, but nothing has helped. Changing the import settings in Unity on the skinned mesh from import normals to calculate normals doesn't change anything. Deleting the non-deformer history, unchecking "animations", using Set-to-Face/Soften Edges/(Un)Lock Normals in Maya also doesn't help.
I haven't seen anything like this before, nor has anyone else I've asked. Any ideas?
$$anonymous$$aya have a direct Export to unity inside Settings. Did you use that or you export to FBX then import inside unity?
I've mostly been testing by exporting to FBX and then importing separately. If I use the "Send to Unity" button and export directly to my project, this happens. I don't know how to describe this beyond zebra normal nonsense. Using "Game Exporter" is the same result.
Answer by Bunny83 · Sep 04, 2018 at 09:42 PM
How many bones do you have and to how many bones is a single vertex bound to at the same time? Unity only supports 4 bone weights per vertex. So every vertex can only be bound to 4 bones max. If the quality settings is actually set to a lower profile it might be only 2 or 1 bone.
It's a very simple skeleton with only three joints, intended only ever to deform along the skinny neck portion in the middle. I've tried cleaning up the skin weights as best I can, but that didn't change anything. I've tried changing the quality settings in Unity as well, but that didn't change anything either.
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