You want to enable root node animation and turn on looping - you'll need an animation controller for this. https://docs.unity3d.com/Manual/RootMotion.html Or you can just re-export your model with the root of the model parented to something that doesn't move.
Make sure you have colourise enabled in ZB when you export your .obj .Obj is fine and will store your vertex colour information. In Xnormal bake a 'highpoly's vertex colour map' instead of a 'base texture' map.
It does, but it's disabled by default to improve performance for 8k painting. At the top right of the 3DO window, there is a dropdown menu called Performance. Click that and enable undo. :smile: I'm locking this topic as new users will find problems easier in separate threads.
I tend to use a dynamic mesh with light environment turned off so I get full control over every bit of lighting, and then enable high quality dynamic shadows on the moveable lights (light shadow mode normal).
Here's some tips Since this concept artist is brilliant and obviously started from a 3D sketch, you can pretty much align everything perfectly (as you can see.) The way I have it set up is I have a Camera Map (WSM) modifier on top of every mesh object's stack. If you naively set this up as a 100% self-illuminated diffuse…
Okay I have some updates on this! Initially my plan was to use the 12WX along with a virtual keyboard app (preferably better than the default one!) so I started hunting around. The best solution I found so far is Touch-It: http://www.chessware.ch/virtual-keyboard/index.php However it does not support dual screen setups,…
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
Heyho, anybody knows how can I sculpt "depending" on the surface? Usually my brush works depending on the camera(just a circle which affects everything in it). In many vids I saw that their brush was "following" the surface. How/where can I enable this? Thanks in advance!
Thanks guys. Spent most of last night retargetting a bunch of animations to use for combat and traversal - nothing super interesting to look at yet, but should enable us to have a better looking set rather than just my shitty attempts at animating :P
usually this happens in 3d softwares if the model is too small or too big so id say check ur scale if u dont want to change the model's size .. try enabling auto adjust distance from : Draw - prespecive - auto adjust distance