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IIRC (might be wrong) when importing an animated mesh, Unity goes through all the animations and computes AABB once so that all attached...
Anyone having their models look completely butchered and distorted by the script can try this version (quoted message). I might have hard-coded...
Optimized CoR indeed provide improved skinning, but AFAIK there's some issues with licensing and I'm not sure I can legally implement and share it...
If you still have this issue, you can send me the minimal example project and I will take a look.
Could you try this version of the script with the same model? I would like to make sure that these issues are not connected.
Hi. I am a bit confused about what are you trying to achieve. OBJ format does not support animation, it is a static model. For animated models...
It's hard to give a clear number as it scales differently with different things. From my benchmarks I could not get worse performance drop than...
Hi I haven't tried but theoretically it should work. Have you encountered some issue with it?
I just double-checked to be sure and "smoothing angle" import setting only affects normals. It does not change the number of vertices and their...
Try this version Verify that it says const int numthreads = 8 on line 59 of DualQuaternionSkinner.cs Note, that it is not the only change. It is...
I don't understand what causes this problem so I can't really say. Regarding AssetPostProcessorReorderBones, it seems to be either a bug in Unity...
Thanks for reporting this. I will try experimenting with textureWidth. Please, explain in more detail what do you mean by "if I change vertices"
It looks like the GPU is not able to perform one of the operations the code is asking it to do.
I ran your project as-is, without changing anything. I also noticed, that there is an error during post-processing your model on import. I reduced...
The model in your project looks quite high poly and I've seen this happen to models that have crazy vertex counts. Not sure what exactly it is,...
IK is just another way to change the pose of the character. Using IK should work just the same as any other animation.
I have figured how to make your pre-integrated skin shader work with my DQ skinning (forum link). If you send me your code, I believe I can add...
Which version of 3DXchange are you using? This might be the cause:...
The different textureHeight formula in Update() is indeed a bug. I am a bit confused how it remained hidden for so long, as texture height...
I briefly looked into the code and it turned out the bug was quite simple. Both blend shapes and exceptions popping up when changing bone...