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C4D to FBX2010.2 to Unity workarounds

Discussion in 'Asset Importing & Exporting' started by artzfx, Sep 19, 2010.

  1. artzfx

    artzfx

    Joined:
    Apr 28, 2008
    Posts:
    572
    C4D to FBX2010.2 to Unity workarounds
    Thought I would post some issues I have face recently with the fbx2010.2 exporter to Unity and with workarounds where available to hopefully help others get around these issues.
    NOTE. If you are importing a Static object without the need to lightmap (2nd UV set) then use the fbx6 exporter as it imports fine:

    1. UV's (Set Selection) appearing messed up when imported to Unity. Bug reported and confirmed by Maxon.
    This issue is actually in the resulting fbx file you exported from C4D which appears before importing to Unity. If you open the fbx file inside of C4D after export, you will discover various vertice moving away from their original position in C4D. Do not bother trying to fix the fbx file and then re-export to fbx. The issue reappears.
    Workaround - Select all polys for the offending Set Selection and Melt (U~Z). This in 99% of cases fixes the issue.

    2. Some Materials for Object with multiple Set Selections not importing to Unity - New issue.
    Workaround - The only way I could rectify this was to split the offending Set Selection off as a separate object.

    3. Additional Materials importing Object with multiple Set Selections to Unity - New issue
    An object with multiple Set Selections was imported with an additional unnamed material not present in the original C4D file. This material called "no name" in Unity was taking the top "0" slot in the Unity inspector and hence throwing out the UV's for each Set Selection.
    Workaround - Drag each Material from the Unity Project panel up one slot in the Unity inspector. Material "1" should be in place of Material "0" since Material "0" no name should not be there.

    4. Scene with Multiple objects with single Materials (Texture Atlas) not importing to Unity - Bug reported and confirmed to Maxon
    This seemed to be on the Unity side because the export fbx file from C4D holds these materials when checking the fbx file back in C4D. Upon reporting the bug to Unity they confirmed it was a C4D exporter issue and hence reported the bug to Maxon, who confirmed this was the case.
    Workaround - none.

    5. Animation from C4D to Unity
    FBX obviosuly cannot export XPresso from C4D, therefore if you have XPresso for animations/characters needing to import to Unity, the quickest way is to use the script posted by Bandini here http://forums.cgsociety.org/showpost.php?p=5748899&postcount=11 to bake your animations before exporting to fbx.