3DS Max to Unity 4 workflow with Turbosmooth and Skinmodifier - import

I am trying to import a fbx (2013) with bone-animations, turbosmooth and skinmodifier to Unity 4. Everything is working except the turbosmooth. In the fbx export settings the checkbox "turbosmooth" is checked. I couldn't find any settings to solve this problem. Is there any workaround?
Thanks!

I struggled with this myself. You actually want to uncheck "turbosmooth" in the FBX export dialog in 3ds max. This makes the exporter convert the turbosmooth modifier on all objects to higher-polygon count model that will work in unity. If you leave "turbosmooth" checked, it assumes the tool you want to import the FBX into supports turbosmooth, which Unity 4 does not.
Edit: Correction to my original post above.
For Skin model, if you have stack Turbosmooth->Skin->Editable Poly, the above won't work.
I had to remove turbosmooth modifier from top of stack, and add it back before the Skin modifier:
Skin->Turbosmooth->Editable poly
This didn't seem to affect my skinning as it was all enveloped based. I don't know what would happened if your skin had vertex overrides.
For Skin-wrapped model, it seems to work ok if stack is
turbosmooth->skin wrap->editable poly
But skin wrapped models show up as Mesh Renderers in unity which don't animate to bones.

Related

Using Minecraft character with skin into a unity game

I've decided to use Minecraft like characters in my small game since I do not know how to make 3d models (nor I want to learn how to do such thing in the near future).
However the task now seem a little harder than expected:
I've tried looking in the asset store for prefabs to use but without success.
So, I've decided to try and make a model on blender(by not knowing a thing about non parametric 3d modeling, my knowledge of blender is extremely limited) and import it into my unity game.
And surprisingly, I managed to create the model using McPrep, export it and import it into unity maintaining objects that drive the bones (the output is a bit messy but I think I can manage to clean it up a little).
However the imported version does not have any skin and appears in a gray shade.
Turns out that the output does not keep materials/textures with it!
I've tried getting the texture used by blender and it returns the same skin I fed into mcprep so, by using the same skin, I've tried creating a material with it by getting the .png and using it as texture in a unlit texture material.
However, the result is a bit messy as shown here (left is Blender, right is Unity):
How may I make the texture on unity3d be better and right? (I've heard there is a way using a C# script but I really don't know what it is nor how to do it)
EDIT:
Thanks for the answers before, I did set the filter to point obtaining the texture to be a bit better. However the part that should be transparent is displayed in black on top of the other part (I think).
The image on the right is only filter point and the one on the left is point + alpha is transparency and the transparent shader using unlit transparent
ANSWER FOUND:
As Bart said, make sure the textures' Filter Mode is set to Point, but additionally:
Minecraft player characters are made of 2 layers, the second layer usually has lots of transparency and is used for clothing or other relief detail. So you need to use a transparency-capable shader on your material in Unity.
You're running into a filtering issue. In your case you want no filtering to happen. So select your texture, and in the inspector change the import settings so that your "Filter Mode" is set to "Point". In this case it will do no filtering of the input and your large pixels should appear sharp as you want.

How to fully import an .fbx texture to Unity

I've imported my assets into the unity editor and extracted all of their textures, some of my models were imported without their full texture, specific parts were grayed out as though i didn't color them.
I would like to know how to import the full texture.
Important to mention I did not create these models, just colored them.
Here is a link to images of the model and the model itself if you want to try and solve it.
in Unity click on the model and expand it to see its contents. then select your materials and hit right click then click extract. select a folder to extract the materials to. once you have done this, you can edit the materials individually. Unity does its best to figure out the material of the import, but its not always accurate. now that you have your materials extracted you can import any textures your using and assign them them to the proper material. this should get your model properly rendered.

Generate colliders in Unity Import

I created a model in blender and exported as fbx and then added the fbx file to unity. On generating colliders, unity distorted the model mesh so badly, that the collider wont fit.
Can someone help me or tell me what I am doing wrong. Is there a blender setting that I need to check before exporting?
Check your export FBX export settings in blender. I've had the best luck with setting the scale according to what I used in Blender, using "selected objects" while selecting the objects I care about, and selecting the experimental "Apply modifiers" checkbox if I'm using any. Those have ended in the most correct results for me.

Adding a UV-map material in Unity 5 not working

I am currently using Unity 5 to setup a small game so that I can see the assets I recently made in blender in action.
I have created a uv-map in blender and added the necessary colour (it works and displays nicely and blender) but it doesn't seem to work in Unity. What I've done is created a material, chosen the uv (under the albedo option) and then applied it in the skinned-mesh renderer of the object but it colours the entire object only one of the colours included or it just doesn't colour at all. I tried messing with the import options (swapping the UV's) but it doesn't seem to work.
Any help would be greatly appreciated.
Is there a chance you've been tricked by the annoying new button in Unity's "new" shader,
To change the :actual texture", it's called Albedo which is annoying.
You must click precisely the little "dot" shown below!
The "little dot" is between the small square, and the word "Albedo".
Then, a selector panel appears. HOWEVER there is a soft bug: When the selector panel appears it immediately goes to the back of all windows.
Many people, certainly myself, get fooled by this. It's quite annoying.
So, hopefully the problem is just that you have not yet selected the texture to display, considering the "tricky button issue" on Unity's "new" universal shader.

.fbx Model grayed out can can't be edited

I have models created with 3D Studio Max.
When I save as .FBX and import into Unity 3D they become grey. What's the reason of this and how can i solve it?
Also i have huge troubles with performance of model on mobile. What's the best approach to get app faster?
When I save as .FBX and import into Unity 3D they become grey. What's the reason of this and how can i solve it?
I've gone through the same issue when importing the following 3D Data Visualization model
The model was created using Cinema4D and exported as .fbx.
When i imported into Unity using drag and drop, I got the following result
As we can see from looking at the Inspector (image above) the material is grey and can't be edited, the textures were not imported. The materials of the default assets cannot directly be edited but there's a way to go around it.
I've created a new material (right click in assets > Create > Material)
Gave it a new name (green) and changed Albedo to green.
And dragged the material to the cube
The end result now looks like expected
Also i have huge troubles with performance of model on mobile. What's the best approach to get app faster?
It can be tricky to develop mobile VR apps but the game window has an info panel that displays useful live information (Use Stats button in the Game window to enable it)
There we can read how many SetPass calls, Batches and polygons are being drawn. Aim for 50 SetPass calls, that's a good number accordingly to Unity experts.
About optimizing performance, some very good developers already explain in detail how to optimize your scenes. I suggest the following links
Understanding VR Performance
Profiler window
1) all models gray- this means the texture was lost in the import. You can create materials and drag them onto the mesh. But Unity can import your max files directly, you dont have to export to .fbx. Maybe if you try that your textures and materials will be setup automatically.
2) performance on mobile- can be various causes. maybe too much detail in your models. Or more likely too many drawcalls, or maybe too heavy cpu upsage . hard to say. the unity docs have pointers on optimizing for mobile.