Context; i’m using blender 2.72, and i’m exporting models in fbx format for importing to unity engine.
There’s a checkbox in the export dialog, Apply Modifiers. This is more or less what i want to do, so i check it. but it doesn’t seem to be working as expected;
My character is a high poly humanoid character, about 33k triangles. he has four important modifiers on him:
Armature: Because he’s rigged
Edge Split: For sharp edges. i want this only used for baking textures and NOT applied to the exported model
Mirror: Because i’ve only modelled his left half, he’s split vertically and duplicated
Decimate: Because 33k is too much. this reduces it by 60% without much visual loss
Anyways, i’m trying to export with modifiers applied, and the tooltip for this option states the following:
“Apply modifiers to mesh objects (Except armature ones!)”
What in the heck does that mean? It doesn’t apply armature modifiers? It doesn’t apply anything when an armature is present? This is vague and ambiguous.
Anyways, i export the character, and then import to unity, and i observe the following:
- The sharp edges are very sharp. The edge split modifier has definitely been applied
- The entire right half of the character is missing. The mirror modifier seems to have been discarded or not applied
- The polycount is far too high, his decimation has not been applied.
I’ve not been able to test the armature/animation yet, and i really don’t know what to expect there. This is extremely confusing and inconsistent.
Can anyone explain what i’m seeing, and how to get the desired behaviour ?