That must be reported as a bug, not close it as they have done with Īs shown in your screenshot removing doubles or just recalculating normals is the problem here. Blender is not capable to handle well ‘double vertices’, deleting faces or recalculating normals in the exported mesh that was perfectly fine by design when was imported.īlender must not change the visual shape (the direction of the vertex normals) when exporting. It does not do this bug when exporting in OBJ for example.
#Fbx unity no mesh update
If its just a mesh update, you can dupe the initial import in unity, then make a new prefab object, set up all of your scripts and whatnot, then when you update the mesh via a new export, just take the mesh file that. The Outliner Window (top right) shows several Blender collections including a LOD0 and LOD1.
#Fbx unity no mesh code
If you want to see code, check this out, the code is more or less the same.Hi filibis, Thx for giving this a chance! Maya 2018.6 and Unity 2019.2.0f1 (also happening with Unity 2019.2.11f1). Does anybody have any clues to why i cant change the verts at run time? I do some stuff at Start() and Update(), even tho i wont need to update anything if this works as intended (its a one time/loading change) So, I can only guess that the skinned mesh within my model is making things difficult? I have no idea why its not updating/changing. However, attach this same script to a cube or something, it it works as intended. It will export a Skinned Mesh into the form that it is currently in in (like a statue). This is not designed to export Skinned Mesh Renderers properly. Exporting a prefab in the Project Tab sort of works. I have made some code to modify a mesh in C# that works well when using it on a cube or some other primitive shape, but it does not work at all on the model (or its body parts) i imported.įor example, if i attach the script to the model's head, it will change the texture, angle, and material of the head, but the vertices of the mesh does NOT change.and thats the most important part. Sometimes the reimported FBX files dont find the right materials. So, the issue is trying to modify a mesh of a specific body part. I have the animations all chopped up etc etc. The model is made a few meshes (head, arms, legs body) and bones for animation. So, i have an animated humanoid model that was from an fbx import.