yes。For static object,I set pivot and rotate x axis 90° when i export from 3ds max,and import to Unity the static object's orientation is correct。 but for rigging and skining object import to Unity,the object is backface to camera but it rotation is (0, 0, 0).
Outline! Adds a little more definition to the objects. Would it be possible to use thick and thin lines depending on the objects view? For example put a slightly thinner outline on the object and a thicker one around the silhouette. Also agree about colouring the outline to match the objects diffuse colour
It will be a mixture of both. The framework I am following currently is: 1. Morph object. 2. Hide Morphed object with Rigged object. 3. Rigged object animates. I am working on a test video at the moment going through the process. It'll be up here in a day or two.
Also you can select multiple objects, apply UnwrapUVW which applies an instance of that modifier to each object and unwrap them as if they where one object or individually if you like. The advantage is that they remain as separate objects and don't need to be split back off after your done.
This is probably unrelated to the multiple texture sets setting in that case. A couple of reasons why one group would not affect another: * Ignore Groups is was disabled in the AO settings * Exclude While Ignoring Groups was enabled in the Low object for one or more groups. This setting will prevent AO from casting…
Hi, Please take a look at picture below, I want to know that which one is better to be used. if look at the picture, you will see that I have represented two models which are same at final output. The left (cube 1) is a completely one element which has been created by inset and extrude commands. but the right cube (cube 2)…
A bit more info. It might have something to do with the bounding boxes (xform). That is, if object A is within a bounding box of an object B, selection will prioritize object B even if you click on object A. Most of my models are located in a room, which is a bunch of walls, so all of them are within the bounding box of…
I have a transparent red square, I want to render that when the cameras looks through the transparent red square, that certain textures or objects do not render. How can this be achieved in a single pass no post compositing?
So I'm pretty familiar with applying height maps on a single object, but I have no idea how to apply a height map to multiple objects that share the same uv map. Thanks in advance.