Closed gabriel-proxima closed 2 years ago
Hi! Thanks for the report. I think I pinpointed the issue. LatiosConversionBootstrap returning false breaks Kinemation's installer, because it expects the Hybrid Renderer's systems to already be there if they are going to be there. I will fix this in a patch. In the meantime, use the following which is functionality equivalent to returning "false" other than that the installer will work.
[UnityEngine.Scripting.Preserve]
public class LatiosConversionBootstrap : ICustomConversionBootstrap
{
public bool InitializeConversion(World conversionWorldWithGroupsAndMappingSystems, CustomConversionSettings settings, ref List<Type> filteredSystems)
{
var defaultGroup = conversionWorldWithGroupsAndMappingSystems.GetExistingSystem<GameObjectConversionGroup>();
BootstrapTools.InjectSystems(filteredSystems, conversionWorldWithGroupsAndMappingSystems, defaultGroup);
Latios.Kinemation.Authoring.KinemationConversionBootstrap.InstallKinemationConversion(conversionWorldWithGroupsAndMappingSystems);
return true;
}
}
Hi @Dreaming381! Thanks so much for the quick response.
I just tested it and it worked perfectly for the Unity mannequin. Mixamo's xbot is still broken (just so you know), but it's a weird skeleton so I won't worry too much about it.
I'll continue to follow the tutorial as soon as I can. Thanks again for building this framework!
I have trust issues with Adobe, but I will try and find a way to test that model.
Multiple skinned meshes are supported. One of my test models has 7 skinned meshes, one of which has 3 submeshes, a rigid mesh parented to a bone, and 293 bones. Something really weird must be happening for that xbot to not work.
I have trust issues with Adobe, but I will try and find a way to test that model.
Multiple skinned meshes are supported. One of my test models has 7 skinned meshes, one of which has 3 submeshes, a rigid mesh parented to a bone, and 293 bones. Something really weird must be happening for that xbot to not work.
That's good to know. I totally didn't have the time to go deeper into it yet (which I want to). I'll start a project from scratch with this model on Friday and post it here if I find anything useful (or if I can't make it work)
Good news!
I have reproduced the issue and have a fix locally. The fix will arrive in the compatibility update this weekend.
I am re-opening this issue for awareness until the compatibility release arrives.
In the meantime, please experiment with only one mesh prefab type in the scene at a time (the bug can also affect different prefabs with a single mesh each).
Thanks for the report!
Hi! First of all I'd like to say that I really appreciate what you've built here.
I was very excited to try Kinemation, and I'm currently past Part 2 of Getting Started. With several mixed and broken results.
Here's the repro steps:
Kinemation.InstallKinemation
to 1LatiosBootstrap.Initialize`` public unsafe bool Initialize(string defaultWorldName) { var world = new LatiosWorld(defaultWorldName); World.DefaultGameObjectInjectionWorld = world;
`
Results are the following:
If I check Optimize Game Objects, it works. (with a slight change of root positioning)
When using the X Bot from Mixamo, it is just totally broken. This character is peculiar in the sense that is has 2 skinned meshes on the same level of the hierarchy, so I totally get if this is not supported,
I will try to continue the Getting Started tutorial with Unity's Mannequin + Optimized Game Objects and see how it goes, and update this post tomorrow.