![]() ![]() The problems only occur when bringing into Unity. ![]() Again, the mesh looks exactly as I designed it in Blender. There are also no animations, so I turn that option off.Īs far as the EXPORT via FBX from blender, I’m disabling the export of lamp, camera and empty objects, and explicitly disabling animation from being exported (as there IS no animation). I’ve calculated the normals (versus importing them), and I’ve messed with scale. ![]() I’ve experimented with the Unity import options, and have managed to improve the quality (more defined corners versus lousy rounded edges, etc). Basically I take a rectangle, stretch it out, bevel the edges and export. Nothing fancy is going on with my meshes. ![]() Now I’m the 1st to admit Im no Blender expert, but I’ve followed several key tutorials on the subject, and what I am doing is well within the realm of basic. But I am posting here as well as on the Unity forum so that I can investigate both sides of the issue. I have tried three versions (2.42, 2.49a and 2.57). It does not seem to me that blender is the culprit. Doing simple beveling also produces a crappy mesh in blender. I can see inside mesh objects that I know perfectly well were capped in Blender. Looking at the mesh in unity’s preview box, the mesh is totally broken. I then take my FBX and add to my project repository in Unity. I save the file, then separately export to FBX (which also proceeds normally). So, i’ve made a fairly simple mesh in blender. ![]()
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