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Question by Raymond 2 · Mar 24, 2011 at 09:29 AM · importfbxgeometry

import object works, but geometry changes when dragged into the scene

I have a rigged character, that i imported into unity, everything looks right in the inspector, but as soon as i drag it into the scene the geometry changes, and animations won't play.

It was exported from C4D into fbx6 i also tried fbx2010 but then it creates alot of holes in the model, but the animations do work there, and the model is the same (except for the holes ofcourse)

Anyone has any idea what the problem could be??

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Answer by Meltdown · Mar 24, 2011 at 09:52 AM

Make sure in C4D that you 'flip normals' or 'reverse normals' before you export. I know that feature exists in Maya and should so in C4D.

Basically the holes are just faces that are not reflecting any light, hence they appear invisible.

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avatar image Raymond 2 · Mar 24, 2011 at 10:03 AM 0
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I checked all the normals, and there all facing the right direction so that's not the problem

avatar image Meltdown · Mar 24, 2011 at 11:23 AM 0
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Did you convert your entire mesh to polygons? Sorry I'm not knowledgeable at all with C4D, but if it supposrts NURBS surfaces you may wish to first convert any of those to polygons and then export your model. Also double check if there is a reverse or flip normals function in C4D and try working it anyway.

avatar image Raymond 2 · Mar 24, 2011 at 12:37 PM 0
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yup it's just a polygon object, no nurbs all normals facing the right way

avatar image Meltdown · Mar 24, 2011 at 01:58 PM 0
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Are the faces of the missing 'holes' any different in C4D? Sounds like there is something in C4D Unity doesn't like. $$anonymous$$aybe a specific material shader or something. Either way definately something Unity is not happy with.

avatar image Raymond 2 · Mar 24, 2011 at 02:19 PM 0
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No like is said all the normals are facing the correct way, it's not the material either cause even without material it creates the holes..

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