Open ALLCAPS2636 opened 2 weeks ago
How did you export the character?
It looks like it's been exported with an A-pose bind pose. It needs to be exported with Unity option in a T-pose bind pose, because the colliders are aligned to the bind pose.
Used the CC/IC --> Blender pipeline. Added bones to hair, then Export to Unity option of CC/iC tools. If I check the FBX that got written by opening it in Blender, character is in T-Pose.
Edit: It's a problem on my end. Checking the Blend file, the character somehow lost the T-Pose. I'll have to try re-connecting it to CC4, reestablish T-Pose then re-export to Unity. Sorry for the false alarm.
It might be possible to re-work the collider setup in Unity to take the bind pose into account. It would be nice not to be limited by the T-pose export option (because that's all it's really for). I'll see if I can get that into the next version.
Do you have a roadmap for both the Blender and Unity tools? They're absolutely fantastic now that I've adopted them into my pipeline.
Not so much a roadmap as a rough to-do list.
Blender:
Unity:
Unity 2022.3.42f1 CC/iC Importer 1.6.3 HDRP 12 Magic Cloth 2 (2.11.1)
Enable Cloth Physics > Magica Cloth 2
Magica Cloth Colliders get generated, but they appear to be in:
Arm colliders in wrong pose (A? vs T)
Incorrectly aligned to body All colliders slightly offset and rotated