Jump to content

Normals not flipping...


Recommended Posts

I'm having a problem with Blender and Unity. I import the model but the normals won't flip. I've tried recalculating and flipping and in Unity the normals stay the same.

bmNhgah.png

Edited by Eskandare
Link to comment
Share on other sites

Hi I know you've probably checked, and not using blender this is a wild guess, is the geometry reversed? This sometimes happens in max when mirroring items. If geometry is revered flipping normals appears to make no difference,  the only way to fix it in max is to reset xform and recheck the normals, sadly don't know if the same will or does apply in blender

Link to comment
Share on other sites

4 hours ago, SpannerMonkey(smce) said:

Hi I know you've probably checked, and not using blender this is a wild guess, is the geometry reversed? This sometimes happens in max when mirroring items. If geometry is revered flipping normals appears to make no difference,  the only way to fix it in max is to reset xform and recheck the normals, sadly don't know if the same will or does apply in blender

Don't think it is the geometry, it's a single face that is giving me trouble.

2 hours ago, nli2work said:

can't flip edit normals in Unity. you have to fix it in Blender. aside from nromals have you checked material IDs? mesh will be invisible in Unity if no Material is assigned to a Material ID

I well aware the engine doesn't let me flip normals,  I'm talking about in Blender, Unity is how I'm discovering it isn't facing out.

Link to comment
Share on other sites

I misread the OP.

It maybe Unity not updating the import properly, rare, but happens. You can try deleting the FBX and associated metafile in file explorer. Refresh assets in Unity, then import again. Would mean you have to recreate the unity setup again, or reassign the proper mesh in mesh filter components. you can also try creating a simple primitive, attach the problem mesh to the primitive, order is important... the combined mesh should have the primitive's name. This should force everything to reset on the problem mesh, transform, normals, etc. to match the primitive and the scene.

Edited by nli2work
Link to comment
Share on other sites

20 hours ago, nli2work said:

I misread the OP.

It maybe Unity not updating the import properly, rare, but happens. You can try deleting the FBX and associated metafile in file explorer. Refresh assets in Unity, then import again. Would mean you have to recreate the unity setup again, or reassign the proper mesh in mesh filter components. you can also try creating a simple primitive, attach the problem mesh to the primitive, order is important... the combined mesh should have the primitive's name. This should force everything to reset on the problem mesh, transform, normals, etc. to match the primitive and the scene.

Refilling the face worked :)

Link to comment
Share on other sites

5 minutes ago, Badsector said:

For fix you need to apply all transforms to the object and after correct the normals in blender.

Actually I found out that separating meshes with 'p' Blender doesn't assign a material to the mesh. So the normals are... er... normal, but is absent of a material.

Link to comment
Share on other sites

  • 2 weeks later...
On 09/04/2016 at 0:48 AM, martinezfg11 said:

Try deleting the face and fill the polygon again.

what @nli2work is talking about with materials has happened to me in the past, Make sure your object only has one material assigned to it or it will be invisible when you bring it into Unity.

Is that a limitation of Blender? I can happily assign placeholder materials in SketchUp and reliably have Unity then apply the correct materials on import. In fact I use Blender as middleware to convert DAE to FBX, so it's not a limitation of Blender.

Also it's possible to have a 'blank' material in Unity with a color or texture that takes the place of 'no material', making it easy to have say, garish pink show me where a material is missing.

Link to comment
Share on other sites

8 minutes ago, AlphaAsh said:

Is that a limitation of Blender? I can happily assign placeholder materials in SketchUp and reliably have Unity then apply the correct materials on import. In fact I use Blender as middleware to convert DAE to FBX, so it's not a limitation of Blender.

Also it's possible to have a 'blank' material in Unity with a color or texture that takes the place of 'no material', making it easy to have say, garish pink show me where a material is missing.

Yeah I can't remember exactly how the issue occured (I haven't used Blender in a while). But, I believe that in Blender you can assign multiple materials per mesh, then in Unity you can set the Materials size in the mesh renderer to >1 and everything will be fine. But KSP does not support that.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...