Closed bitinn closed 4 years ago
thank you very much. but there are still many remaining problems. bindposes as you mentioned, blendshapes, animations, and performance (this is slow). I think this issue should be handled at import time instead of export time. please leave it to me. I will work on it soon.
@i-saint Thx for reviewing this PR.
I needed a quick fix for myself, thought a proof of concept might help someone else, this is not really intended to be merged, I have changed the title to reflect that.
Also I have opened a bug report 1150048 to deal with the Mesh asset update issue. Not sure if you got access to fogbugz backend, but fixing this issue might help MeshSync in future.
A small update regarding modifying existing mesh asset correctly, apparently the correct order is to:
var destMesh = AssetDatabase.LoadAssetAtPath<Mesh>(dstPath);
destMesh.Clear();
EditorUtility.CopySerialized(srcMesh, destMesh);
AssetDatabase.SaveAssets();
Doing all 3 calls will ensure:
Just something to consider for your next release of Export Mesh
function :)
FYI. Here some additional Y-up conversion helpers e.g. for keyframed animations
https://www.edy.es/dev/2014/02/a-better-blender-to-unity-3d-importer/
As described in #67, I tried to add an option that allows Y-up mesh export, it works for my cases.
Things to note: