We've verified that the animations are correct, so we think the bindposes are not. After the user is satisfied with his/her avatar, the meshes should be joined into a single one. So to make it clear, what we're are trying to do is an avatar creating module.Įach mesh is a component for the avatar, created by the user on run time. I know people are gonna say that the best is to use a single mesh. It seems that the exporter is getting rid of the bones that don't affect a particular mesh.įor example, if i got a 2 mesh character, head and body being the 2 meshes, after exporting, the bones that don't affect the head are missing, and the same happens with the body. When the meshes are imported into unity, several bones are missing. The meshes are created and animated in 3ds max. I'm with a serious problem with some skinned meshes being exported to fbx.
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