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Import .fbx - Newly added mesh vertices in newly added Vertex Group (for new bone in already existing armature) all being translated into root bone position in Skinned Mesh Renderer

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My problem is as follows: I have a .blend file with already existing character geometry. All fine, I rigged it, I animated it - it imports as .fbx to Unity just fine - all the animation clips are present and animating properly (I don't use .blend file directly due to some issues with newly added bone to already existing and animated armature, which I'm currently going to describe). ---------- My problem starts when I have a model parented to that already animated armature and add just new bone and new geometry that will be attached to it. That new geometry is simply a plane in this case. It shows in Blender just fine, also after reimporting it with .fbx. But, in the Unity, when I render my mesh with use of Skinned Mesh Renderer, all newly added vertices of that new geometry (that plane) are being translated to the position of Root Bone set by that renderer. The already existing geometry that was present in the model before renders fine. When I remove these new vertices from their Vertex Group (which I added manually in Blender to weights group after adding that bone to already existing and animated armature, giving it that bone's name, it animates fine in Blender) - simply unassigning them - mesh renders fine with that Unity renderer, but of course I have no deformation applied to that part of geometry, which is not what I'm going to achieve. ---------- The reason why I don't use .blend file directly anymore is because of that new bone's adding process indeed - I must have broken something with the overall animation structure of that model that is being handled internally by Unity - it results in that when I import it into the engine, the mesh is partially animated (not all the geometry has the deformation applied) and not all of the animation clips are recognized and imported (or there are no clips at all, just the Default Take) - so that's the matter for another topic which I don't bother to touch. ---------- I'll just add that problem concerns only newly added Vertex Group - when I add these vertices to one of already present ones, it renders fine (but of course I can't apply desired deformations then, that's why I need new weights group)

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