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Exporting by Fbx from Maya to be used in Unity
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  • lym22cn
  • Posted: 05 February 2010 11:08 AM
  • Total Posts: 1
  • Joined: 28 January 2010 08:41 PM

Hi there

By using Maya Fbx and Unity,

In Unity, we need to import Fbx file which includes the animation information to run.  The problem is when we import the fbx file, which we exported from Maya into Unity, the polygon is low quality and not smooth.  It looks like the normal map does not work.

We tried to use 3D max to export the same polygon as a Fbx file then imported it into Unity.  It looked smooth and the normal map worked.  We did not change any setting in Fbx exporting system and Unity.

We tried to use the same polygon’s obj format by Maya, which cannot include animation information import into Unity.  It looked smooth and normal map worked, too.

We tried to use Soft Image to do the same processing then used it in Unity.  It runs pretty well, too.

The problem seems to be between Maya and Fbx; therefore, we would very much appreciated it if someone at Autodesk could help us fix this ASAP.  We can provide more details if needed.  In the meantime, please see the two attached images in Unity which show how they look in different ways we tried.  The second image is our setting normal map and texture in Unity.  Please note that this setting is the same when we try different ways.



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Hi,

The faceted look of your model exported from Maya seems to be related to smoothing groups/normals.  This shouldn’t happen when using our latest FBX plug-ins and the default Autodesk Media & Entertainment preset.  The Smoothing Groups option (found in INCLUDE - GEOMETRY) should be set to OFF in other words during the FBX export process.  Also, Split Per Vertex Normals should be disabled.

When importing this file back into Maya (for testing or what have you), please ensure that INCLUDE - GEOMETRY - Unlock Normals is disabled.

Please also ensure that you are running the latest FBX plug-in for Maya (not the one that installs along with it, but rather the one available on http://www.autodesk.com/fbx), as there have been recent fixes to normals/smoothing groups export.

Thanks and let me know if you’re still facing this problem.  If so, please feel free to send your scene to fbxplugins @ autodesk.com.  We can take a look in Maya and Unity 3D to investigate whether there’s a defect to log about this.

Thanks,

Trevor Adams
Autodesk FBX QA



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  • epenk3
  • Posted: 05 December 2011 04:56 AM

I’m experiencing similar (but different) problems with my fbx export for Unity.  The fbx file, when reimported, into Maya works perfectly (but I’m wondering if there’s anything else I should do in Maya to minimize export errors for Unity).

I’ve tried delete by type history, freeze transformations before I begin animating the arms.

Here is a longer explanation of my problem.

Many thanks in advance!

http://forum.unity3d.com/threads...-Mesh-stretched.



Replies: 1
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Hello epenk3,

From what you are telling us, it seems that the FBX plug-in is working properly. If you can export and reimport into Maya without problems, then the problem is with how Unity imports the FBX file. 

I would suggest to work in steps.  Detach your skin, and import just the geometry, see if that works.  There could be things wrong with UV’s, with normals, or any other number of things.  After your certain about your geometry, bring in textures, skeleton, etc.  until you find the element that is causing the problem.  At least then you’ll have a much better idea how to go about fixing it.

Other than that , there isn’t much we can do since the FBX plug-in works fine with Maya.

Cheers and good luck,
Carlos

Author: CarlosC

Replied: 08 December 2011 12:47 AM