My in-game meshes are inverted in unity after importing from 3ds MAX with skin,
both the mesh and the normals look "upside down", like if i was looking at some kind of ghost.
if i uncheck skin, it works correctly.
step 1 : setup the model and export as FBX.
step 2 : import in unity. the vertex and the normals will be flipped.
step 3 : attach this c# script, and run ONLY ONCE.
public class meshInverter : MonoBehaviour {
// Use this for initialization
void Start () {
Mesh mesh = GetComponent<SkinnedMeshRenderer>().sharedMesh;
mesh.triangles = mesh.triangles.Reverse().ToArray();
}
// Update is called once per frame
void Update () {
}
}
step 4: remove last script, attach this JS script, and run ONLY ONCE:
#pragma strict
import System.Linq;
function Start () {
var mesh = (transform.GetComponent("SkinnedMeshRenderer") as SkinnedMeshRenderer).sharedMesh;
var normals : Vector3[] = mesh.normals;
for (var i=0;i<normals.Length;i++){
normals[i] = -normals[i];
}
mesh.normals = normals;
}
function Update () {
}
step 5: remove last script, and now that the model is fixed.
Edit
Make sure too that your bones o mesh doesn't have any negative scale, that could fuck it up too and would not be a .fbx export failure.