Posted 07 June 2012 - 12:26 AM
I have dumped the models and textures all the way through to Cinema4D where everything works great. However, whenever I try to export the .FBX to Unity I end up with a glitched out model and basically inside-out texture.
This view is from behind the Poppy model.
Does anyone know how that would happen or how to fix it?
Posted 07 June 2012 - 03:55 PM
Posted 07 June 2012 - 11:21 PM
I'm really new to this, should it be something easy for me to do in Cinema4D or do I have to do it in Unity etc.
Posted 07 June 2012 - 11:28 PM
Posted 09 June 2012 - 03:04 AM
I've tried to view other tutorials, but they all seem to start with the skeleton already bound to the mesh. Is this an ability included with the import tool that I can't find? Or if not, is there a source where I could find the mesh/skeletons bound by someone else? I'm a programmer who knows little to nothing about modeling, so I'm next to clueless with Maya etc. Any help is appreciated.
Posted 10 June 2012 - 02:58 AM
Posted 10 June 2012 - 04:56 AM
I'm using Maya 2012 student version, and whatever version of the converter is linked in the thread. Every time I try to import a .skn all I get is the mesh.
Posted 10 June 2012 - 06:08 AM
Posted 10 June 2012 - 06:42 AM
Posted 10 June 2012 - 03:11 PM
STEP 1: Import the first one that you want in the series.Then take note of the length of the first animation segment (the ending key).
STEP 2: Then import your "second"/next anim file.
STEP 3: Select ALL the bone/joints from top to bottom. I expand the root joint in the outline by shift+click on the "+". Then shift click the name top to bottom. You NEED to select the joints in the same order everytime so doing shift + click top to bottom is the easiest way.
STEP 4: Select all the keys FOR THAT ANIMATION (the timeline "window of time" will adjust every time you import so this should be easy) by shift+click-dragging on the timeline. Right click, copy.
STEP 5: You will need to extend the "window of time" by dragging or entering into the first of the two fields to the bottom right of the timeline, if you hover over the field it will say, "Set the end time of the playback range". I pick a large number like 1500.
STEP 6: Move the playhead to the correct location based on the length of the first file, again strongly recommend longest to shortest. As we progress this step will correspond the the length of the animation thus far.
STEP 7: Right click in the timeline and choose Paste -> Paste.
STEP 8: Repeat STEPS 2-7 as necessary.
STEP 9: Import your first one to the beginning of the animation sequence and Adjust your "window of time" to the length of you animation.
By the end you should have an assembled animation. I suggest checking the animation after every process completion to see if it looks good. If it does, save a new version and continue working. If it doesn't revert to the previous version and try again. All the best in leveraging Riot models in Unity (I love Unity!).
Edited by FlashFight88, 10 June 2012 - 03:12 PM.
Posted 10 June 2012 - 04:15 PM
EDIT: I'm seeing it now, working through my first model I will post back when I finish.
Edited by TheDynasty, 10 June 2012 - 04:44 PM.
Posted 10 June 2012 - 05:05 PM
I got it. Thanks so much for your help, FlashFight88. Couldn't have done it alone.
Posted 10 June 2012 - 08:40 PM
Posted 11 June 2012 - 12:15 AM
Posted 11 June 2012 - 06:07 PM
I'm not planning to release the project publicly when done (seeing as how we're using extremely copyrighted materials), but I can probably do a step 1 - what you see above tutorial when we're finished.
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