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FBX Objects exported from 3dsmax automatically rename the objects with the same name

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.

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asked Jan 28 '11 at 07:07 AM

Thet Naing Swe gravatar image

Thet Naing Swe
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2 answers: sort voted first

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).

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answered Jan 28 '11 at 12:14 PM

Paulius Liekis gravatar image

Paulius Liekis
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I second Paulius, using the same names for several models leads to very difficult debug time and possible unpredictable behaviors if not careful.

Jan 28 '11 at 02:35 PM Jean Fabre

I need the models to have same name as I have to identify the model transformation between 3dsmax and unity. I was planning to replace the max models with the prefabs created from unity. To avoid name clashing, I am going to rename it after I successfully exported to Unity with some kinds of special prefabs being replaced with max models.

Jan 31 '11 at 02:04 AM Thet Naing Swe

You can try using object properties for identifying same objects, but then of course you have to put these object properties manually on these objects in 3dsMax.

Jan 31 '11 at 03:49 PM Paulius Liekis
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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.

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answered Jan 28 '11 at 04:36 PM

soulzero gravatar image

soulzero
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still importing the .max file not work as it converted to .fbx file on the fly..... Any ideas of fixing the name in the FBX exporter.. How about obj files, I am try using .obj file and it might be right..

Jan 31 '11 at 02:21 AM Thet Naing Swe

obj file exporter doesn't work either.... Any quick fix for that?

Jan 31 '11 at 02:31 AM Thet Naing Swe

in 3dsMax try placing the objects that you need to retain the same name into a group or individual groups

Jan 31 '11 at 03:26 PM soulzero
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asked: Jan 28 '11 at 07:07 AM

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Last Updated: Jan 28 '11 at 07:07 AM