Open sherwoodw28 opened 2 years ago
Asset recovery is inherently lossy because Unity changes the assets during game compilation. Although AssetStudio has great FBX export, AssetRipper specializes in exporting directly as Unity projects. Even though the recovery is still a little lossy, it is substantially less lossy than converting to FBX. In your particular situation, the bind pose value should be retained.
When ive exported a model to Blender with the FBX option (it needs the armature and the mesh of the model for the mod to work) for a mod for a unity game, i have edited the vertex colors on it but kept all size and bone constraints the same. Through the process ive made for this game, it requires the m_BindPose number count and amount to be exactly the same, but between Asset Studio and Blender it adds a bone to the armature (like its making a new root) which no matter what i cant fix in Unity.
Is there any way to export exactly as the game has it while exporting with vertex colors intact?