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I have bone/transform and mesh vertex. I need vertex position in given bone coord system - given bone orientation. similar to 3ds Max [in]...
erase this thread. thread for editor support.
Trying to add morph to skinned mesh. using .sharedMesh.AddBlendShapeFrame - works in current scene. - Save current scene, reload - ok; - Switch...
Pre raytracing. 8192 and 16384 shadow maps. And smiles. And misc: skin, face type, eyes behaviour...: [MEDIA]
Misc: [MEDIA]
Smile variants. Max hard usage of LS (area lights, shadow maps): [MEDIA]
My own morph (blendshape) editor: [MEDIA]
complex morphs (knee), - good looking - custom executing; - black artifacts - default Unity blenshapes behaviour 'out of the box'. [MEDIA]
Smile variations: [MEDIA] [MEDIA]
My issue: - Unity 5.5.0, Win 10 64 - works ok on core i3 9100F; - Changed to core i3 12100F - Unity 5.5.0 always crashing on start. crash - 5.3.4,...
this works: SceneView.lastActiveSceneView.Frame(new Bounds(YourPosition, Vector3.one), false);
Yes.
UnityEditor.Handles.FreeMoveHandle I need editor scene viewport focus for it. Is it possible?
Making new morph via Mesh.AddBlendShapeFrame, adding to skinnedmesh.sharedmesh directly to .fbx in project. Ok - exist. Click Reimport on...
Hello, I represent to your attention my own work: cyber girl named 'Smile Girl'. 5 years of development (Unity3d environment): 70% - smile and...
solved: changed get vertex normal from transform.TransformPoint(char.vertex.normal) to transform.TransformDirection(char.vertex.normal)
I have small objects (not skinned, separate) and rigged character. small objects repeats vertices positions of character and rotation by character...
2020.3.48LTS reimport correspond script helped only.
playmode start run like this: - OnEnable - Awake - OnEnable - Start (by debug.log) 2 questions: 1. why OnEnable twice ? 2. order execute above...