1/27/2024 0 Comments Exporting unity models to fbx![]() ![]() The cube from 2.69 looks hard-edged and has 24 verts when I apply either “import” or “calculate”. The cube imported from 2.68 looks “smoothed” has has 8 verts on “import” but changes to hard-edged and has 24 verts when I apply “calculate”. ![]() When you import into Unity, are you using “Import” or “Calculate” normals? Does the cube look different at all between the two versions? Just for the sake of isolating the problem, I’m thinking specifically about your default cube. Any other ideas or advice will be greatly appreciated. Maybe the problem is Unity, not Blender, but if so, why am I seeing a difference in outcomes between Blender versions? Again, thanks for your help. I exported the default cube – without modifying it at all – from both Blender 2.66 and 2.69 and it imported into Unity with a normal vert count from 2.66 and inflated count from 2.69. I even tested this with the default cube. The weird thing is I am using the exact same Blender file (created in 2.66) and it comes out with a normal vert count if I export it from 2.66 but inflated count if I export it from 2.69. I understand that Unity has its own way of counting verts and will add them for edge splits and materials. No, I’m not applying EdgeSplit modifiers. Perhaps with Blender 2.66 you didn’t apply modifiers before exporting and with Blender 2.69 you are? Are you using EdgeSplit modifiers? If you apply an EdgeSplit, your vertex count usually goes up. I’m using Blender 2.69 and Unity 4.1 and I have no problem with the vert count. ![]()
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