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UU3D and animations


Clackdor
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So, the following doesn't seem to work right for me:

 

1. Download a model with an animation in FBX format.

2. Open in UU3D. Use the animation editor. (desired animation in UU3D still)

3. Save as FBX format.

4. Use Leadwerks fbx2gmf.exe tool.

5. Animations do not play in Model viewer.

 

So sad. :)

 

Oh, also, when using a skin shader, the material sphere is severely warped and doesn't display properly on the model.

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So, the following doesn't seem to work right for me:

 

1. Download a model with an animation in FBX format.

2. Open in UU3D. Use the animation editor. (desired animation in UU3D still)

3. Save as FBX format.

4. Use Leadwerks fbx2gmf.exe tool.

5. Animations do not play in Model viewer.

 

So sad. :)

 

Oh, also, when using a skin shader, the material sphere is severely warped and doesn't display properly on the model.

 

Just FYI, the fbx2gmf.exe tool does not automatically create .MAT files.

.MAT files are necessary for animation. And the .MAT file must specify a skin shader.

 

The latest GMF plugin for Unwrap3D will automatically create .MAT files for you.

It will detect whether you're using a static or skinned mesh, and write out the appropriate shader.

 

Read somewhere on these forums that the fbx2gmf tool was "better" than using UU3D.

 

The fbx2gmf tool is better in the sense that it will preserve the original FBX mesh hierarchy.

The Unwrap3D plugin will not preserve mesh hierarchies. It will combine all meshes into one mesh.

 

For animated character models, you would probably prefer a single skinned mesh. But, if you

have something like a vehicle with wheels, then you might prefer keeping the mesh hierarchy in tact.

As you might want the wheels to rotate about their own axes, which is not possible with a

combined mesh.

Ultimate Unwrap 3D: http://www.unwrap3d.com

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