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Keep original UVs with a Morph

Discussion in 'General Graphics' started by mtompson-com, Nov 17, 2015.

  1. mtompson-com

    mtompson-com

    Joined:
    Feb 4, 2013
    Posts:
    15
    Hi
    I'm exporting an animated morph from 3d max via .fbx into Unity 4.6.9f1.

    When I run the morph I don't want the UVs to move from their original position.

    The model does not move in world space during the game, so maybe it's UVs could be saved in world space coordinates?

    See attached ( crude ) example...

    Any ideas? thanks
     

    Attached Files:

  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Not sure if what you want to do - is doable - but there is an alternative solution.
    At the same time you animate the morph (or scale in Unity depending upon your preferred method) animate the texture coordinates in Unity. Or is it tiling? I think its tiling.
     
    karl_jones likes this.
  3. mtompson-com

    mtompson-com

    Joined:
    Feb 4, 2013
    Posts:
    15
    thanks, i'll give it a try, I'm currently looking at DepthMask to see if that is a better way to get what I want, but thats for a new thread if I get stuck!