Search Issue Tracker
By Design
Votes
0
Found in
Issue ID
1243268
Regression
No
Incorrect import when a skinned mesh has vertices unassigned
When importing fbx with a skinned mesh that has vertices not assigned to any joint, they get arbitrarily get set to 1.
1. Open 'UnassignedVertices.fbx' in Maya/Max/Blender etc.
2. Play animation and notice that some vertices are unaffected by bones
3. Import fbx in Unity, Play animation
Expected result: Animation plays the same, unassigned vertices are supported
Actual results: Animation is incorrect, but you get a warning:
'ImportFBX Warnings: Mesh 'XYX' has # (out of #) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1).
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- GameObjects with a material derived from a Custom Lighting Surface Shader are displayed as skewed on quads when the Camera's Width and Height properties of the Viewport Rect are lower than 1
- Warning 'Unable to find player assmebly' is thrown when building some Project Templates
- ArgumentOutOfRangeException when manipulating the Project Settings search bar
- [Linux] Touch freezes in Player when any mouse button is clicked
- UnityEngine.Rendering.Volume.OnEnable() is called twice before OnDisable() creating multiple copies of the same volume when a volume is enabled right after Domain Reload when entering Play Mode
Resolution Note:
For runtime optimizations we either skin the complete mesh or nothing at all. To do skinning on the complete mesh we need a weight and a bone for every vertex. When a vertex does not have a weight and a bone assigned we assign one for the user - as shown by the warning message. It is impossible to guess the correct bone that follows the users intend. The first bone is a best guess that I imagine solves it for most cases. But it is really something that should be authored by the user.