Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Blender to Unity - FBX Problem

Discussion in 'Asset Importing & Exporting' started by JimmyK, Apr 6, 2011.

  1. JimmyK

    JimmyK

    Joined:
    Apr 5, 2011
    Posts:
    11
    Hello. I made a primitive model of a car in Blender and exported it as FBX into Unity. But the model does not display correctly. Look at the picture.



    How do I solve this problem?
     
  2. Balint3DDesign

    Balint3DDesign

    Joined:
    Apr 6, 2011
    Posts:
    110
    In Blender you must first select the model then (press "tab" button) , then select all of the vertices (press "a" button) and if they all selected you have only one thing (press ctrl+f) and the scrollover menu press Flip Normals .
    And that's for me this method has worked .
    Happy modeling with Blender :D
     
  3. JimmyK

    JimmyK

    Joined:
    Apr 5, 2011
    Posts:
    11
    Thank you very much!
    It works well! :D
     
  4. Balint3DDesign

    Balint3DDesign

    Joined:
    Apr 6, 2011
    Posts:
    110
    There is nothing to thanks .
    I use about 2-3 year Blender so I know quite well about it .
    If you have any further question just write a post! :D
    And sorry for my english . (I am Hungarian .)
     
  5. JimmyK

    JimmyK

    Joined:
    Apr 5, 2011
    Posts:
    11
    Ok. And I am Czech :D
     
  6. JimmyK

    JimmyK

    Joined:
    Apr 5, 2011
    Posts:
    11
    And one more question. Create a model and export it into Unity. When I "open" model, will the wheels, mesh, and plane. I do not want to plane, I just want to model and wheels (+ mesh). It is the case for most models. Since it is about I can not describe in English well, again, show pictures.
    (How do I model the right model?
    (I do not know how to properly deploy Collider ...))

     
    Last edited: Apr 7, 2011
  7. Balint3DDesign

    Balint3DDesign

    Joined:
    Apr 6, 2011
    Posts:
    110
    If you are added the mesh collider to the model you must just press the "Convex" text beside the little box .
    And you will be all right :D
     
  8. JimmyK

    JimmyK

    Joined:
    Apr 5, 2011
    Posts:
    11
    Again, it works perfectly :D

    EDIT: How do I get the model of the UV map?
     
    Last edited: Apr 7, 2011
  9. Balint3DDesign

    Balint3DDesign

    Joined:
    Apr 6, 2011
    Posts:
    110
    The UV Map to work you can make it in Blender .
    Just select all the vertices of your car then press "u" and in the srcolldown menu select what you want .
    And now you can add textures to your model in Blender :D
     
  10. MrDaaark

    MrDaaark

    Joined:
    Feb 16, 2011
    Posts:
    15
    You can use control-n to recalculate all the model's normals to the outside.
    You can also toggle 'textured' rendering mode on the 3d viewport. It will show you where the normals are messed up.
     
  11. JimmyK

    JimmyK

    Joined:
    Apr 5, 2011
    Posts:
    11
    And another problem ...
    Applying for car wheel Wheel Collider, but it goes like this:



    How do I solve this?
     
  12. Route 66 Rambler

    Route 66 Rambler

    Joined:
    Mar 12, 2010
    Posts:
    45
    1) Before you save in Blender, make sure that the X axis is to the right of your model(RED), and the Y axis is out the front(GREEN).

    2) Rotate the model on the LOCAL X axis -90 degrees(270 degrees)

    3) For each object in the model, do the following:
    a: OBJECT > TRANSFORM > CENTER NEW
    b: OBJECT > CLEAR/APPLY > APPLY SCALE/ROTATION TO OBDATA

    3) In the FBX export menu, turn OFF the "rotate X90" button

    Go to the AutoDesk web site and download their FBX CONVERTER tool. This will let you convert the .FBX file to a FBX2010 file, which seems to help a lot for me when importing models.
     
  13. GameGuy

    GameGuy

    Joined:
    Apr 21, 2010
    Posts:
    36
    Thanks so much for sharing Route 66 Rambler, the FBX Converter fixed my rotation problems totally!

    http://answers.unity3d.com/questions/51173/how-can-i-identify-a-non-uniform-scaled-mesh-and-fix-it
     
  14. Route 66 Rambler

    Route 66 Rambler

    Joined:
    Mar 12, 2010
    Posts:
    45
    This is something that used to drive me absolutely nuts. Glad to be of help.
     
  15. amirghayes

    amirghayes

    Joined:
    Apr 8, 2011
    Posts:
    98
    may I ask a question as well please ?
    I modeled a character and made 2 animations for it
    I made 2 actions which works good
    but in the outliner when I expand the animation I can only have 1 action which I select in the action editor
    if I choose the other action it switches there as well , so when I export to unity I only have 1 action ( animation )
    how to put both animations in the outliner so when I export to unity I can see both ?
    I check all action aquare when exporting but I only get 1 animation

    another question , can I import fbx to blender ? how ?
    thanks in advance
     
  16. DemonReinhardt

    DemonReinhardt

    Joined:
    Feb 2, 2011
    Posts:
    7
    Hey guys.
    I read this thread and it was really educational lol. I had the same issues with a model.
    However, I'm new at Blender and even more to importing to Unity.

    My question is, how can I apply the texture inside of Unity? It's an image texture (not procedural). And just dropping the material in the model isn't doing the trick.

    I'm attaching screenshots from the textured model in blender, the model when imported to unity with the material, and the texture itself.

    Thank you in advance ^^
     

    Attached Files:

  17. Balint3DDesign

    Balint3DDesign

    Joined:
    Apr 6, 2011
    Posts:
    110
    DemonReinhardt:
    I would guess that in the texture section you have the mapping on "Generated" but you will need for your castle model "UV".
    And before you select in the texture section the "UV" mapping you will be made therefore an uv map of your model.
    I hope this help out your problem. :)
     
    Last edited: Jan 21, 2012
  18. mariusz

    mariusz

    Joined:
    Nov 5, 2010
    Posts:
    72
    I think that there's no need to apply material or texture in Blender. And no need to change mapping from Generated to UV, because it's only for Blender.
    If you want to render model in Blender it's of course needed, but for exporting to
    Unity you just have to create UV's.

    greetings,
     
  19. hotozi

    hotozi

    Joined:
    Nov 19, 2012
    Posts:
    5
    I saw ur post....well me i have problem...i cant corecty set a unity diffuse texture on a blender FBX...the texture is a kind of FK up when it is on the model?
     
  20. scarpelius

    scarpelius

    Joined:
    Aug 19, 2007
    Posts:
    966
    Thats not entirely true. For that model, the castle, you need to see in Blender how the texture is aligned with various faces and then make corrections to the respective face. So having a material in Blender and assign the texture coordinates to UV helps on the visual aspect. Also the material gets exported to unity if you skip the fbx export and just use the blend file in your project.
     
  21. nikboy21

    nikboy21

    Joined:
    Apr 11, 2013
    Posts:
    6
    this drive me crazy so i used MAYA to model cars..but i use Blender for everything eles :D