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Hi guys, I have searched the forums and couldnt find solution for my problem so here it is. Pretty simple, when I import (save &.max file) into assets I can see it but it doesnt appear as model. I cant use it inside unity. I have installed the latest FBX exporter as instructed but nothing works. I am using 3dsmax 2009 x64 and unity 2.6 Pro I need to use MAX files instead of FBX for External Lightmapping Tool, otherwise its really tedious. Please help thanks in advance
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Did you check that the scale of import is not 0.01? Maybe your model is there but so small that you only see a pixel or two.
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Is unity saying something like "3ds max coulnd't convert the max file to an fbx file" ? If yes then probably you've got to seek for the problem in max itself. For example if with the default start of 3dsmax a popup window is being opened which waits for user reaction (like mouse click on 'OK' button) that could create problems with converting .max files to .fbx. Second reason that I see could be some unusual objects on max scene (but that never occurred to me) Thanks for reply, No I am not getting any errors anywhere.. The FBX export of the same scene works well in unity.. There are unusual objects in the scene such as Vray lights but FBX ignores those on export so there shouldnt be a problem with that...
Feb 08 '10 at 04:01 PM
alslider
So you don't get any errors, but you can't see the model (in preview/in scene)?
Feb 17 '10 at 07:28 AM
Paulius Liekis
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Do you have 3dsmax installed on the same machine as Unity ? This is required since Unity uses 3dsmax to import .max files. yes.. same pc same drive but its max x64 although i installed the FBX plugin for the 32 version as well and still doesnt work.
Feb 09 '10 at 07:40 AM
alslider
Which 3dsMax version is associated with *.max files? Can you make sure you can export to FBX from it manually?
Feb 17 '10 at 07:29 AM
Paulius Liekis
Does Unity even support Max 64-bit? Since Unity reaches in and talks to Max without opening up the front-end IDE it obviously has to do some talking to Max. If it doesn't support 64-bit Max then it wouldn't be able to launch the .fbx exporter attached to it. I'd personally try a manual export of the .fbx first and debug from there on.
Jun 01 '10 at 03:12 PM
equalsequals
I am using 2011 64 bit and the importer works correctly. I had one file though that I had the problem described and instead of trying figuring out what was going on I exported as FBX. But it was only one file
Jul 12 '10 at 09:11 AM
alexnode
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