• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by AcornBringer · Feb 22, 2018 at 05:27 PM · mayanormalsvertex

Edited Vertex Normals from Maya to Unity

How can I export a mesh with edited vertex normals from Maya into Unity and preserve the edits?

When ever I export my mesh to .fbx and bring it into Unity, I don't see the changes I made to the vertex normals.

Here's a picture of what I'm seeing:

alt text

Any help would be greatly appreciated :)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by Xarbrough · Feb 22, 2018 at 05:58 PM

On the imported model (.fbx) in Unity, do you have the correct import settings applied? There is a section "Normals & Tangents" where you can set Normals to Import instead of Calculate.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AcornBringer · Feb 22, 2018 at 07:19 PM 0
Share

Yes, I have it set to "Imported" which makes me think I'm not exporting it properly? I didn't see any settings in the .fbx export settings in $$anonymous$$aya that had to do with vertex normals but I'm clearly missing something.

avatar image
0

Answer by AcornBringer · Feb 26, 2018 at 12:01 PM

Does anyone else have thoughts on this? I'm still unable to get the normals to import properly. I've confirmed that Xarbrough's suggestion wasn't the cause of my problem in particular.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AcornBringer · Mar 06, 2018 at 11:51 AM 0
Share

I stumbled across this issue that's most likely the source of the problems I'm seeing:

Unity Issue Tracker - Blendshapes Do Not Update Normal Directions

Who knows when this will be addressed so I'll probably need to change up my workflow for this project.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

76 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to get normals per vertex, not per face? 1 Answer

Importing a Skinned Mesh Breaks the Normals 1 Answer

Black areas on character model 0 Answers

How to calculate light from behind a quad? (and other light positions) 1 Answer

Unity shader vertex displace doesn't work 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges