![]() ![]() ![]() This worked in my tests, though I’m not sure if Unity is smart enough to discard the unused animation curves from the animation rig. Your game rig is then constrained to the animation rig, and during export you use the “sample animation” flag. A separate animation rig has segment scale compensate enabled, and any other features you may want. In addition to that, the exported FBX and DAE files have. Your game rig has segment scale compensate switched off and only the minimum number of bones required for your skinning and game features. Fbx unity download Unfortunately, you cant get a DWG file directly to the Autodesk FBX converter. you could create a separate “animation” rig to the “game” rig.you can achieve the same effect manually, for example if you have a cartoony character with squishy limbs.if you don’t need ssc for your animation disable it, for example using the script or attribute spreadheet options discussed above Hello (happy christmas) i need help, when i export a object (i am using Maya 2013) i export it in FBX, the problem is when i put it in the scene its half visible, i cant see the other part, i found a wwy (but i dont like it) i use the TOON option but sometimes its horrible, i don’t know if its a Maya problem or mine, please help.The optimal solution would be if Maya/Max had an FBX export option to automatically bake ssc into animation curves during export, though that depends on Autodesk to do it. I experimented a bit with a script that implements segment scale compensate on a bone behaviour, but in the end decided against supporting it. I guess it makes animation update and blending more complicated, and in many cases it isn’t really required. ![]()
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