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Weird problem - Maya import (duplicated semi-transparent?)

Discussion in 'Asset Importing & Exporting' started by Udyrfrykte, May 6, 2010.

  1. Udyrfrykte

    Udyrfrykte

    Joined:
    Feb 14, 2010
    Posts:
    156
    **This is my first Maya-Unity project, and one of the first Maya models I've ever made, just rushed things through with some basic skills and tutorials, so I probably have missed out on something important**
    The situation:
    When exporting the file as an FBX and exporting it to Unity this happens.

    In maya:
    http://img535.imageshack.us/img535/9853/spacemarine1.jpg
    In Unity:
    http://img153.imageshack.us/img153/7111/spacemarine2.jpg

    At first I saw it happen with my animated model (animation worked), so I went back a few scene files in time and tried exporting just the mesh of the model in T-stance (Scenefile in question ^linked). Still the same problem.

    The whole model is one mesh. It used to be made up of several, but I combined them.
    Here's what I suspect:
    I think the shoulderpad and arm, and *maybe* both, or just one, of the kneepads were duplicated before I combined it.
    When I tried to separate it and duplicate the working shoulderpad, the duplicate worked too when I exported it to Unity.

    And why don't I just do that on everything? Well, I don't want to go through so much trouble, and possibly mess everything up again (weights, joints, bindings). I might also have to redo the kneepads since both of them are messed up.

    So please, if anyone got a clue, please tell me :)
    I'm already dead tired of fixing problems on this model :p
     
  2. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
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    5,324
    When you duplicated one side of the model did you use "Mirror Geometry" or did you scale the geometry to -1 in X?
     
  3. Udyrfrykte

    Udyrfrykte

    Joined:
    Feb 14, 2010
    Posts:
    156
    Scaled to -1 in X
     
  4. Udyrfrykte

    Udyrfrykte

    Joined:
    Feb 14, 2010
    Posts:
    156
    Update:
    I reduplicated and fixed stuff up. Now the problem is a new one though.
    The largest surface of the shoulderpads are just a single polygon layer (a plane if you will). It seems like when i view them from under they become transparent.
    Normally they look fine though, but if the model would... say, raise his hand it would become transparent right through.
    Actually, I just noticed this other places where the "innerside" is viewable, it becomes transparent.
     
  5. WinningGuy

    WinningGuy

    Joined:
    Aug 10, 2009
    Posts:
    884
    Surfaces are only one sided.

    You could put on a two sided shader, but it won't take in light information correctly. Lighting one side will also light the other side. They're still actually the same side, just viewable from both directions.

    Or you could use two meshes with normals pointed in opposite directions.

    Or you could use a full 3d object (with volume) instead of planes.
     
  6. Udyrfrykte

    Udyrfrykte

    Joined:
    Feb 14, 2010
    Posts:
    156
    Thanks for the reply!
    I guess this means I'll have to just fix up the object itself.
    Ohwell, no quickfixes then :(
     
  7. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,722
    Did you try the backface culling mode to see the reversed triangles in your Maya`s viewport?

    HotBox>>Shading>>Backface Culling
     
  8. Udyrfrykte

    Udyrfrykte

    Joined:
    Feb 14, 2010
    Posts:
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    That... I did not.
    I used it on my remade model and saw the shoulderplates right through from behind.
     
  9. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,722
    hehe :)

    Then select the polygons and : Hotbox >> Normal >> Reverse.

    After that you will be ok :wink:

    (Before to do it, do not forget to delete instanced objects, and to apply a freeze transformation!)
     
  10. Udyrfrykte

    Udyrfrykte

    Joined:
    Feb 14, 2010
    Posts:
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    I see what you are trying to help me with, but it's not a problem of reversed normals since (as I got explained earlier) it just won't work with a plane, since if I reverse the normals the problem will only get much worse.

    Thanks for the help anyways :)
     
  11. rogodoy

    rogodoy

    Joined:
    Jan 24, 2013
    Posts:
    21
    This happen when modeling using extrude tool:
    1) use culling Backface when modeling
    2) be carefull to duplicate using duplicate special.
    3) look in channel box if you have -1 in scale,x,y and z, this make the shader channel inverted.
    4) I had this problem when I duplicated an left arm to right arm using -1 scale.x configuration.
    5)To fix this problem do this: freeze transform the mesh> delete bones.
    6) after you delete bones from your duplicated mesh, just mirror bones from the left side to right
    7) Dont use Maya standard export fbx, use fbx export: https://assetstore.unity.com/packages/essentials/fbx-exporter-101408
    8) instal the script plugin inside the fbx exporter zip file scripts to maya. And export using this plugin.
    9) I think before get this error take care every step when modeling, becarefull to use extrude tool because it create two faces and new vertices in the same mesh. Before rigging try use cleanup mesh tool, merge tool in all vertices. Use back face culling, do not use : Lightning> two side lightning this tool just miss the true face mesh.
    10) The best way is clean the mesh before go to rigging, dont miss the steps because you will be very nervous when export to Unity and you have to lost your difficult work!
     
  12. rogodoy

    rogodoy

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    Jan 24, 2013
    Posts:
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    Be careful when combine models in Maya, you get a very good mesh but when you export to Unity you will have a bad surprise! After combine, check all vertices that are duplicate, if so you have this F***ing problem. It starts if you donot fix duplicate vertices when do estrude faces.