Hi, I just exported the whole level created in Max into Unity with FBX format but the name of the models are potentially rename if they found models with same name exist in the city file.. For example, if your city has 100 buildings and they'all named as "Building" in max.. When I export this city into FBX and loaded it up in Unity, then the name "Building" changed to "Building1 Building2 Building3 etc... " How can I make sure that the name are not changed when exporting coz Unity allow the model with the same name and I have to do something special on the models with same name on Unity.
asked Jan 28 '11 at 07:07 AM
Thet Naing Swe
I don't think you can disable that.
Why do you need same names?
If you really do, then I would recommend fixing those names in AssetPostprocessor, either by checking similarities in names, or comparing by material, or comparing by mesh (if you're using Unity3.2 and instancing).
answered Jan 28 '11 at 12:14 PM
To avoid name clashing, the FBX Plug-in must rename Sub-object Named Selection sets on export. This is because the 3ds Max FBX Plug-in does not distinguish between edges and borders, or polygons and elements. Because borders contain edges, and elements contain polygons, FBX must identify these Sub-objects and add a suffix. Try using the .Max File format for import as Unity reads the 3ds max files.
answered Jan 28 '11 at 04:36 PM