Binary FBX exporter doesn't export proper materials to Unity when there's a modifier added. #40216
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Reference: blender/blender-addons#40216
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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.
wall_f.blend
Changed status to: 'Open'
Added subscriber: @frmdbl
The file I attached contains the same mesh with an 'edge split' modifier and without.
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. ;)
This issue was referenced by
29072f8d46
Changed status from 'Open' to: 'Resolved'
Closed by commit
29072f8d46
.