Page MenuHome

Binary FBX exporter doesn't export proper materials to Unity when there's a modifier added.
Closed, ResolvedPublic

Description

System Information
Windows 8.1 x64

Blender Version
Broken: (064ef3f-win64)

Adding any modifier and exporting an FBX with the binary exporter and 'apply modifiers' active
makes Unity import a material called 'No Name' regardless of actual materials and their number.

Hope it isn't too Unity specific, but the problem seems to be on the new exporter's side, the ASCII one works fine in that respect.

Event Timeline

The file I attached contains the same mesh with an 'edge split' modifier and without.

Bastien Montagne (mont29) lowered the priority of this task from 90 to Normal.May 16 2014, 7:36 AM

Confirmed, issue seems to be that temp mats generated when applying modifiers are not linked to material, so they do not get mat indices.

Side note, you should not need to use the SplitEdge modifier anymore, split normals replace it with less data now. ;)

Bastien Montagne (mont29) changed the task status from Unknown Status to Resolved.May 16 2014, 7:48 AM

Closed by commit rBA29072f8d46d7.