[HELP] Why my parent layers in 3ds max can't be imported into Unity?
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well Max doesn’t export layers, so that’ll be that. If you want to “organise” the scene in unity, make empty gameobjects and drag your objects under them, or if you want to do that in the exported fox use the hierarchy tool in max.
Bear in mind though, that’s not really what the unity Hierarchy panel is for, it’s a lot more powerful than that - when you make an object a child of something else, it inherits it’s movement etc and position/rotation/scale are now local to the parent . If you just use it for organising, tread carefully because you can quickly come across behaviour that doesn’t make sense at first -
Thank you for the explanation, it's so useful. I now can export my organized tree by adding those objects into "container" which is in "Sort By Hierarchy" tab in max.
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Pain said:Thank you for the explanation, it's so useful. I now can export my organized tree by adding those objects into "container" which is in "Sort By Hierarchy" tab in max.
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danr said:well Max doesn’t export layers, so that’ll be that. If you want to “organise” the scene in unity, make empty gameobjects and drag your objects under them, or if you want to do that in the exported fox use the hierarchy tool in max.
Bear in mind though, that’s not really what the unity Hierarchy panel is for, it’s a lot more powerful than that - when you make an object a child of something else, it inherits it’s movement etc and position/rotation/scale are now local to the parent . If you just use it for organising, tread carefully because you can quickly come across behaviour that doesn’t make sense at first -
FBX doesn't support Physical Material from Max. It only support Standard, and only some of the texture inputs.
glTF however supports Physical Material setup for PBR textures & data, so that might work better for you.