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Hi , i m interested in that kind of tool. I almost try all of them and the best on unity asset store is Poseidon csg. It can handle really big...
Hi ,@Straafe did you find a solution ? (if you remenber 5 year after :))
Hi @Partel-Lang , I add a TwistRelaxer but the twist is not 'balanced' between wrist and elbow when i change the value of crossfade the twist move...
Hi, Where can i find documentation about using TwistRelaxer ? Thanks
I find the answer , the order of muscle is the same than in avatar definition , For mirroring the pose you have to : - to swap left and right...
Hi i m saving pose of my character with HumanPoseHandler.SetHumanPose(HumanPose) i d like to mirror the pose by swap mucles (its working well for...
I find the answer : I have to set skin weight to custom and increase the number on the model AND in the project settings
Hi When i export my rig from blender (i use autorig pro) , i dont have the same result , is their some settings that i can set for fix this ?...
I got the same trouble 3 year after ... this code made the character move for no any reason poseHandler.GetHumanPose(ref pose);...
Thanks for the support, its working well when i pull hands or feet but i dont suceed to make it work will moving hips or shoulder : i d like to...
Hi @Partel-Lang , Is there a way on FBBIK to 'lock/pin' feet or hand in a way that moving the rest of body will not affect them, Ex: i pin the...
Thank for the tip
Hi everyone, I try to use HumanPoseHandler to constraint the muscle limits but i notice that UMA avatar is autogenerated , how can i specify the...
Yes obviously the point must be move, i still didnt have time to work on the subject but i find that 'tesselation' is what i need, i have to dig...
That script is awesome , i didnt know about humanPose and muscle limits that are integrated in unity, that the perfect option for my project thank...
For the Export i just add the line 'return newMesh' at the end and change the type (i m not sure about the variable name) And for the popup i...
Hi everyone, I d like to increase the resolution of my mesh and smooth it, i m really not good in mesh manipulation, every solution can be good,...
If its set by default to true its good for me but i dont know if it will be good for other people :) Prefab solution is not possible for me , most...
set "use nearest vertex" to true fix the trouble but my "Automatic Bone Spheres" component is add by code and the only way i find to set "use...
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