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For generic – you can manually add controls such as IK and parent controls to animate it. (You just need to add the Bone component to the bones...
Thanks for informing me - I've fixed the link now, and here it is:
Could you try this - there is a freeze Mesh button - could you select your mesh and click this before skinning it to the bones. I wonder if its...
Yes, I'd like to revisit this at some point https://trello.com/b/QTIdroyP/puppet3d
You can change the size of the brush in the UI.
I'm working on...
This doesn't affect runtime performance. These are two different algorithms to work out the default skin weights. Voxel - voxelizes the mesh and...
I can't seem to reproduce this error. Are you able to make a completely new project, import Puppet3D and try. I want to see if its some specific...
I just tried the latest release (2019.2.10f1)and its working for me. Have you tried it on the default demoman character?
Do you get any console errors?
Yes - you can export it as a collada file which Maya/blender can read. (You can of course paint weights using Puppet3D by the way)
This can now be done with the Transfer Weights button.
Heres how to do it:
Duplicate your character in the project.
Bring this into the scene and...
Was your character in an A-pose when you rigged it? Ideally it should be in a T-pose.
But you can actually adjust this after rigging. To adjust -...
Haven't used Puppetmaster - but have you tried this:
Are the arms the same length? You can add the Puppet3D Bone component to the bones, and then skin the other arms to the same bones.
I'm baffled with this - I can't understand how the weights are being read/written consistently correct, whereas the skinning is behaving...
By any chance - is it possible your skinned mesh has had its quality settings set to 4 bones? (Puppet2D expects it to use 2 bone skinning)
It may be you don't need to export a png sequence - have you tried making the global control a child of a gameObject with the corgi character...
Haven't used corgi - what you having trouble with?
That's strange, not sure why the weights wouldn't be saved.
Are you able to make a video showing it? (if you're on windows OBS Studio is good,...
you can export the rig and animations so they work with the humanoid/avatar import settings.
If you go to re-download it from the asset store (within unity) it should give you the option to update and then import it to your project.