Closed 3dcinetv closed 8 months ago
My workflow is:
Are you saying that if you directly “VRM0 → Export to VRM 0.x” an FBX, the problem does not occur, but if you “VRM0 → プレハブバリアントを作ってVRMプレハブ化” and then “VRM0 → Export to VRM 0.x” the prefab, the problem occurs?
Yes. Re-exporting a prefab will yield a stange error "The character must face positive Z axis". So I did a huge workaround: I created a new Scene within the same project. I took the Normalized VRM model, and started adding the spring scripts. I noticed I could not export (even with 1 spring script) because one of the root numbers for the spring was empty. I deleted that empty name field, and the UniVrmExtensions>Export VRM allowed me to export. I added all the other collisions and springs checking not a single one has empty root names in the script. I finally was able to export this way.
I do not think we are on the same page.
What do you mean by “UniVrmExtensions>Export .VRM”? UniVRMExtensions does not normalize models.
What are the exact steps that cause the problem?
There is no reply, so I close this.
I used Blender to export the model (I've been exporting .fbx from Blender for 7 years without issue, including Blender 3.2). When I added the UniVRMExtensions package in Unity 2019.4.29 to create my VRM avatar (after normalizing and spring/collider scripts): "The model needs to Face positive Z axis" error.
Further, the -Z axis is set to Blender by Default, and I've never gotten this issue before. When I export .fbx with Z (positive), Unity gets stuck with the inspector showing this (and I cannot finish configuring my avatar):
Please help. This is a RECENT error in the update of UniVRMExtensions? BTW: I use UniVRMExtensions alone, because it installs the VRM exporter, and causes conflict if I install the default one.