![]() ![]() Beside being able to export to STL (one of the most common formats for 3D. The other thing that I would test for conversion is bones and skinned meshes - traditionally, these have seen the most problems among all file formats that carry data between separate applications. Note for Windows version: before installing MeshLab 2020.03, please uninstall. So a general rule of thumb for FBX export would be to animate everything at the OBJ level instead of in SOPs. This causes the curve shape to change between Unity and Autodesk Maya.
These are probably not supported by Unity's importer, since I don't think it makes much sense to use these in games. Thus, it exports these using vertex caches, which essentially store a snapshot of the entire mesh at each frame. However, when anything is animated at the SOP level, all the FBX exporter sees is geometry that is changing over time - it cannot go down to individual SOP level, since no such concept exists in FBX. When a parameter on the geo node itself is animated (for example, translation or rotation), the FBX exporter sees an animation curve and exports it as such. The FBX exporter sees each geometry node as a single geometry piece. I haven't tested Unity's FBX import specifically, but I can help explain why, in all likelihood, animations at the SOP level do not import into Unity. Ive been working on an interior design program, and recently added the export of 3D models to an FBX file. ![]()
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