Hi guys,
I've been trying to get help on unity's forums with an issue where my files being exported via FBX from Maya are coming in black on the hands. But because they're unity's forums, of course I haven't received any help.
- The issue is present in unity AND marmoset toolbag, it is not specific to unity
- The normals ARE the correct way around
- The hands were imported via obj, the normals ARE unlocked - triple checked that, then smoothed.
- If I set all normals to face (so they are hard) the issue is not present
- The issue is only present when there is animation on her rig (mind boggling)
- If I set unity to calculate vs import normals then the issue vanishes, but I need imported normals
- There is no UV problem, they are simple and easy to work with, no overlap, nothing wrong with them at all
- Every single option under Maya's "normals" menu has been tested, with lots of combinations to try and solve it all to no avail
- I've tested every version of the FBX exporter
Here's a unity screenshot of my character showing the issue.
That's all I can think of. There's really nothing left I can try and I'm at a loss for how to solve this.
Unfortunately I can't upload the files, it'd breach my contract.
Cheers
Replies
Sounds like you have one smoothing group applied to the whole model.
Whatever the issue is, it's not that basic.
One thing I forgot to mention is that in Maya the normals are perfect. If I export the FBX, then import it into Maya, still perfect.
*edit, sorry, finished reading your post*
It could be something as silly as an unwelded vert, flipped polygon, or a polygon on top of a polygon. Some sort of non-manifold geometry could easily be causing that.
Try deleting / remaking polygons.
This problem has occured across about six characters all with different imported hands. I can't be modelling all of them incorrectly. My form may not be the best but my technical knowledge of how to model might as well be.
Starting to wonder if the problem could be in the rig itself by some freak occurrence.. My auto arm rig could be slightly off, and thats what they all have in common.
Are you using 2014 if so what build?
Also have you clicked the fix normals button inside the normal map inside of unity???
@CheeseOnToast - I have tried unlocking them and softening them, or even manually setting the normal angle to 180, same result. I've tried average normals with the same result but wasn't using it in the first instance.
@dustinbrown - Yep I always check my mesh with the cleanup tool, nothing wrong with it at all. - Little confused what you want me to do with it as an OBJ, it's bound to a skeleton, I could unbind it, export it as you suggest, reimport, bind it again and copy over the weighting, then export it for unity. Is that what you're suggesting?
Cheers guys. Knew it was a good idea to post here and forget about trying to get help on unity's forums.
I just tried this and the issue is still occuring I uploaded a better screenshot.
Nah there's no history asides from the obvious (and necessary) skincluster & tweak nodes.
Isn't vertex colors
Then hopefully someone can help.
Just a reminder that the issue only occurs with animation on the skeleton.
https://www.dropbox.com/s/0qnmzu069vdqsrq/blackNormals.rar
Not sure how of a help this is though.
Cheers for having a look. I tried importing it into modo but the animation wasn't there so couldn't test, wanted to test in blender but no fbx support. I'll download a 3ds max trial if the solution exists there, need to learn it eventually anyway..