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TriLib - Model Loading Package

Discussion in 'Assets and Asset Store' started by rickomax, Jun 21, 2017.

  1. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    681
    Hi!
    There is something wrong with the object pivot (because of the way the mesh was exported/created).
    I will add an option in TriLib to adjust the pivot to the object center or bottom.
     
  2. acquariusoft

    acquariusoft

    Joined:
    Nov 1, 2017
    Posts:
    4
    Thanks, there is some code I can add to solve the problem while waiting for the update? it's very important for me!

    Thanks again!!
     
  3. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    681
    I might be able to send you a beta update today.
    Please e-mail me at contato@ricardoreis.net
     
  4. acquariusoft

    acquariusoft

    Joined:
    Nov 1, 2017
    Posts:
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    done, thanks!
     
  5. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    681
    Hi!
    I have tutorials for Blender and Maya for that:
    Video Tutorials - TriLib (ricardoreis.net)
    3Ds Max Tutorials are in the making
     
    maxOculavis likes this.
  6. imaginationrabbit

    imaginationrabbit

    Joined:
    Sep 23, 2013
    Posts:
    349
    Thanks!

    Deleted my post as the normal map that was not working was because the normal maps from Daz cannot be embedded into fbx exports. Iclone character creator can embed the normal maps so those work fine. So its a Daz issue and not a Trilib one. Thank you for the quick reply!
     
  7. maxOculavis

    maxOculavis

    Joined:
    Apr 27, 2018
    Posts:
    8
    @rickomax, Thanks for your support, we really appreciate it. I've got one Problem though:
    When I Import a glb file, the names of the nodes are totally different in Unity compared to when I import them into Blender. I think Trilib uses a property "userData.name" for naming GameObjects. Thats what a colleage who works with gltf in THREE.JS told me. But i need to be abled to name the GameObjects just like they would be named in Blender.
    Do you have an Idea where find these Properties?
     
  8. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    681
    Could you send me a sample file and some description containing the correct naming to "contato@ricardoreis.net"?
     
  9. imaginationrabbit

    imaginationrabbit

    Joined:
    Sep 23, 2013
    Posts:
    349
    First I just want to say thank you for the fast support here :) (btw Rated Trilib 5 stars on the asset store some time ago)

    I have a question about the Texture mappers- if I leave the TextureMapper field blank in the AssetLoaderOptions Trilib can successfully load fbx's with embedded textures- and fbx's with external textures(in the same directory as the fbx)

    That all works great- the issue is I would like to retrieve the file paths to the textures as they are being uploaded to Steam Workshop with the fbx file-

    So I tried using the TextureMapperSample included with Trilib- I can get the file path's there that I need BUT fbx's with embedded textures no longer work when using that texture mapper- only fbx's with textures in the same directory work-

    Is there a way to access the file paths for all the textures in a loaded fbx without using that TextureMapperSample?


    I added some code to store the texture paths in the sample like so

    Code (CSharp):
    1.  var finalPath = $"{assetLoaderContext.BasePath}/{FileUtils.GetFilename(texture.Filename)}";
    2.    
    3.         if (File.Exists(finalPath))
    4.         {
    5.             var textureLoadingContext = new TextureLoadingContext
    6.             {
    7.                 Context = assetLoaderContext,
    8.                 Stream = File.OpenRead(finalPath),
    9.                 Texture = texture
    10.             };
    11.  
    12.             if(God.IamGod.ActiveTrilibImporter != null)
    13.             {
    14.                 God.IamGod.ActiveTrilibImporter.TexturePaths.Add(finalPath);
    15.             }
    16.  
    17.             return textureLoadingContext;
    18.         }
    19.         else
    20.         {
    21.             God.IamGod.ActiveTrilibImporter.ErrorLoadingModel();    
    22.         }
    23.  
    24.  
    25.           throw new Exception($"Texture {texture.Filename} not found.");
    26.     }
    It works to store the paths but when I use that sample code it throws errors and never finishes loading the models with embedded textures :oops: I hope its possible to access the texture paths AND load in fbx's with embedded textures-

    UPDATE: I was able to get the texture file paths through the TextureLoader class but one type of model from MakeHuman is throwing the below error which stops code execution so I can't get the paths from that one-

    I can't see the source so don't know whats going on

    Code (CSharp):
    1. ssertion failed on expression: 'ValidTRS()'
    2. UnityEngine.Matrix4x4:get_lossyScale()
    3. TriLibCore.Extensions.MatrixExtensions:GetMatrixRotation(Matrix4x4, Nullable`1)
    4. TriLibCore.Fbx.FBXProcessor:PostProcessDeformers()
    5. TriLibCore.Fbx.FBXProcessor:Process(FBXNode, Boolean)
    6. TriLibCore.Fbx.Reader.FbxReader:ParseBinary(Stream)
    7. TriLibCore.Fbx.Reader.FbxReader:ReadStream(Stream, AssetLoaderContext, String, Action`2)
    Thank you
     
    Last edited: Jun 12, 2021
  10. mirsadmrkaljevic

    mirsadmrkaljevic

    Joined:
    Jun 19, 2017
    Posts:
    1
    We are having a problem with an FBX model expoted from 3DS MAX using Game Exporter.

    A model exported the usual way and imported using TriLib works fine, but we need animations separated into different takes (idle, run, jump etc), so we used Game Exporter. 3D Viewer shows the model and animations, importing the model directly to Unity works great also, but when using TriLib there is an error:

    TriLibCore.General.ContextualizedError`1[TriLibCore.AssetLoaderContext]: A contextualized error has occurred. ---> System.NullReferenceException: Object reference not set to an instance of an object
    at TriLibCore.Fbx.FBXProcessor.ProcessConnections (TriLibCore.Fbx.FBXNode node) [0x00c48] in <a0c9346353e04cf0a471c4fb8c0d5a28>:0 .....
     

    Attached Files:

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  11. Twyy_Ztn

    Twyy_Ztn

    Joined:
    Aug 5, 2019
    Posts:
    9
    Hello, I have a link that allows me to download a glbf, http://192.xx.xx.xx/Map, but it seems that it can't load it, because when I display the result print(_assetLoaderContext.RootGameObject); it returns "Null"

    Do you have any idea what the problem is?
    (I used the wiki code to load a url, I just replaced the link with my own)
     
    Last edited: Jun 23, 2021
  12. FlolF

    FlolF

    Joined:
    Nov 20, 2012
    Posts:
    14
    Hi Ricardo, do you have any new insights or hints on this topic? I am still experiencing a 20sec-freeze on loading a model for the first time on HoloLens. Feedback is much appreciated, thanks :)
     
  13. rajatslb

    rajatslb

    Joined:
    Sep 12, 2019
    Posts:
    1
    Hello, I'm importing multiple fbx files in a loop using the example script here https://ricardoreis.net/trilibwiki/index.php?title=Basic_Usage. It works for the most part. But, some files just get imported as empty game objects at the origin.

    Any idea why this might be happening? Is it the default asset loader options?
     
  14. SceneForgeStudio

    SceneForgeStudio

    Joined:
    Feb 28, 2017
    Posts:
    466
    @imaginationrabbit
    Hey, would you be willing to share the mapper you created to allow for importing Daz skeletons?
    Thanks!
     
  15. FlolF

    FlolF

    Joined:
    Nov 20, 2012
    Posts:
    14
    Hi kwsuzuki, did you find any solution for your problem? I'm facing the same issue.

    Tried everything. Looks like memory gets allocated (around 70MB) when loading an object for the very first time which causes a framerate drop. I can't find any way to work around this.
     
  16. maxOculavis

    maxOculavis

    Joined:
    Apr 27, 2018
    Posts:
    8
    @rickomax Hey, it's me again!
    It appears to me that trilib2 imports (at least) gltf files rotated 180° around the Y-axis. Is there any way to specify a rotation when loading files?
     
  17. imaginationrabbit

    imaginationrabbit

    Joined:
    Sep 23, 2013
    Posts:
    349
    Do you just need Daz only? Let me know and I can post that specific mapper- what I ended up doing for my project was to create this "RigDefiner" script that will then allow Trilib to import/work with any 3d model with a Unity humanoid skeleton. So I run that script and it adds the new skeleton/map to Trilib so it can recognize it and load it.
     
  18. SceneForgeStudio

    SceneForgeStudio

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    Feb 28, 2017
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    I suppose the greater compatibility the better! Is there a license for the Rig Definer? Would I be able to use it as a dev tool for my commercial app?
    Thanks!
     
  19. dean-ivre

    dean-ivre

    Joined:
    Jun 23, 2020
    Posts:
    17
    I getting this since updating to Unity 2020.3.12 im getting this error,
    GUID XXXX for asset 'Packages/com.unity.nuget.newtonsoft-json/Runtime/Newtonsoft.Json.dll' conflicts with:
    'Assets/TriLib/TriLibCore/Plugins/Dependencies/Newtonsoft.Json/Newtonsoft.Json Editor/Newtonsoft.Json.dll' (current owner)
    We can't assign a new GUID because the asset is in an immutable folder. The asset will be ignored.
     
  20. SceneForgeStudio

    SceneForgeStudio

    Joined:
    Feb 28, 2017
    Posts:
    466
    @dean-ivre I had the same issue when I updated. I just deleted the com.unity.nuget folder, then reimported everything.
    Took some time, but it fixed that, and so far I haven't had any bad side effects.
     
  21. maxOculavis

    maxOculavis

    Joined:
    Apr 27, 2018
    Posts:
    8
    Hello, @rickomax, i wanted to adress an issue that we're having, that is that Trilib2 does not create individual GameObjects for each OBJ Object/Group, as it would do in the legacy version of Trilib.

    Can you tell us whether this is on your Agenda in the future,

    Kind Regards,
    Max
     
  22. lyflike

    lyflike

    Joined:
    Dec 23, 2018
    Posts:
    12
    Hi

    can someone help me to load local zip file into the unity scene ? It should work like loading zip file from URL.
    Code (CSharp):
    1. FilePath = @"F:/blue_gown.zip";
    2. AssetLoader.LoadModelFromFile(FilePath, OnLoad, OnMaterialsLoad, OnProgress, OnError, null, assetLoaderOptions);
    Error :

    upload_2021-7-15_13-52-33.png


    Thanks
     
  23. dean-ivre

    dean-ivre

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    Jun 23, 2020
    Posts:
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    Excellent thank you so much, i will try that now and let you know
     
  24. dean-ivre

    dean-ivre

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    Jun 23, 2020
    Posts:
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    That didnt seem to work
     
  25. yuki2006

    yuki2006

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    Oct 11, 2018
    Posts:
    11
    Hi! thx useful Libs.

    When loading with LoadModelFromFile etc., if you move to another scene, an object will be created in the destination scene.

    In other words, is there a way to cancel the loading or prevent it from being generated in another scene after the loading is completed?
     
  26. SceneForgeStudio

    SceneForgeStudio

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    Feb 28, 2017
    Posts:
    466
    @rickomax Hey there! I'm loving Trilib 2, it's awesome!
    I'm running into an issue where, for seemingly no reason, while trying to load in a model, I'm getting this error:

    NullReferenceException: Object reference not set to an instance of an object
    TriLibCore.Utils.Dispatcher.Update () (at <f34bd164bfb143c4b5d58bcece1977a7>:0)


    Because it's referencing a dll, supposedly, there isn't a script for me to look at to try and solve the problem, and the error isn't very specific. I'm using 2021.1.15f.
    Any and all help would be appreciated!

    Great work, thanks again!

    EDIT: I have since tried with multiple different models, and it doesn't seem like it's specific to any one model, it's just happening. Has anyone else encountered a similar bug?
    Thanks!
     
    Last edited: Aug 3, 2021
  27. Scandium_R

    Scandium_R

    Joined:
    Oct 24, 2019
    Posts:
    1
    Hello!

    I'm creating my custom material mapper to load my assets and I don't know the name of some parameters I want to access.
    I can't find the name of the clearcoat parameter. I'm using Blender and the KHR_materials_clearcoat extension.
    I want to access to the clearcoatFactor and the clearcoatRoughnessFactor.

    So, in my glTF, I've got this :

    Code (JavaScript):
    1.     "materials" : [
    2.         {
    3.             "alphaMode" : "BLEND",
    4.             "doubleSided" : true,
    5.             "emissiveFactor" : [
    6.                 1,
    7.                 1,
    8.                 1
    9.             ],
    10.             "emissiveTexture" : {
    11.                 "index" : 0
    12.             },
    13.             "extensions" : {
    14.                 "KHR_materials_clearcoat" : {
    15.                     "clearcoatFactor" : 0.4000000059604645,
    16.                     "clearcoatRoughnessFactor" : 0.25
    17.                 }
    18.             },
    19.             "name" : "M_PenLvl3",
    20.             "normalTexture" : {
    21.                 "index" : 1
    22.             },
    23.             "pbrMetallicRoughness" : {
    24.                 "baseColorTexture" : {
    25.                     "index" : 2
    26.                 },
    27.                 "metallicRoughnessTexture" : {
    28.                     "index" : 3
    29.                 }
    30.             }
    31.         }
    32.     ],
    Does anyone have any ideas?
     
  28. Lex4art

    Lex4art

    Joined:
    Nov 17, 2012
    Posts:
    445
    With new Unity 2021.2 beta there is an issue with TriLib (even with latest 2.1.1 version): every time Project Settings window is opened there is a error in console:
    TriLib v2.1.1 error on Project Settings window opening in Unity 2021.2 beta.png
    This small issue is persistent - last 3 months in each alpha and beta version of Unity editor 2021.2. Please, fix it if possible - every time something red pop-ups in console my stress level rising a bit XD
     
  29. SceneForgeStudio

    SceneForgeStudio

    Joined:
    Feb 28, 2017
    Posts:
    466

    Okay, so I figured out what is causing this error, but I don't know why.
    I am trying to get the path of an object that is failing to import, so I am calling an OnError method when loading in the model, as indicated by the wiki.

    But, trying to access
     contextualizedError.Context.Filename
    breaks it.

    Here's the full method for context. Hopefully @rickomax can shed some light on this!
    Code (CSharp):
    1.  
    2. private void OnError(IContextualizedError contextualizedError)
    3.     {
    4.         // This line below is game-breaking
    5.         Debug.Log("Removing file " + contextualizedError.Context.Filename);
    6.         // This line does work, but isn't very useful because I don't know which file is causing the error.
    7.         Debug.Log($"An error occurred while loading your Model: {contextualizedError.GetInnerException()}");
    8.     }
    Thanks!

    EDIT: Some further info: After messing around some more, it looks like contextualizedError.Context is just null, and that's what's causing the error. But why is it null if OnError is being called properly like in the wiki? That's the new question, I guess! What's frustrating is that the model(s) I am trying to load work just fine in the included sample scenes, but not in my own code.
     
    Last edited: Aug 8, 2021
  30. ParadoxSolutions

    ParadoxSolutions

    Joined:
    Jul 27, 2015
    Posts:
    322
    I've used TriLib 1 and a custom implementation of Assimp and have not had this issue but in TriLib 2 my imported .obj files that contain multiple meshes all get combined into one mesh instead of being imported as individual meshes.

    Code (CSharp):
    1.         var assetLoaderOptions = AssetLoader.CreateDefaultLoaderOptions();
    2.         assetLoaderOptions.GenerateColliders = true;
    3.         assetLoaderOptions.ImportMaterials = false;
    4.         assetLoaderOptions.ImportBlendShapes = false;
    5.         assetLoaderOptions.ImportTextures = false;
    6.         assetLoaderOptions.MergeVertices = false;
    7.         assetLoaderOptions.ImportMeshes = true;
    8.         assetLoaderOptions.AnimationType = TriLibCore.General.AnimationType.None;
    9.         assetLoaderOptions.EnforceTPose = true;
    10.         assetLoaderOptions.DiscardUnusedTextures = true;
    11.         assetLoaderOptions.ReadAndWriteEnabled = true;
    12.         assetLoaderOptions.ImportColors = true;
    13.         assetLoaderOptions.ImportNormals = true;
    14.         assetLoaderOptions.ImportTangents = true;
    Those are my settings, am I missing a step somewhere?
     
  31. Deleted User

    Deleted User

    Guest

    Good afternoon, thank you very much for your product.
    Is there any information when the DAE format importer will be ready?
     
  32. Thibault_potier

    Thibault_potier

    Joined:
    May 4, 2021
    Posts:
    46
    Hi, Thanks to trilib 2 I'm able to load .fbx file at runtime with embedded texture.

    But I want to be able to import specific texture for my model at runtime.

    Is there any way to load the texture from a specific folder ?

    Is it possible per example to select the texture with a file explorer like it is the case for selecting the .fbx file ?

    How can I achieve that ?

    Any help will be appreciated <3
     
    ParadoxSolutions likes this.
  33. ParadoxSolutions

    ParadoxSolutions

    Joined:
    Jul 27, 2015
    Posts:
    322
    TriLib uses a custom implementation of Standalone File Browser (an open-source 3rd party tool) Here is how I've gotten the TriLib version to import images:

    Code (CSharp):
    1.  Texture2D importedTexture = new Texture2D(2, 2);
    2.         ExtensionFilter[] extensions = new[] { new ExtensionFilter("Image Files", "jpg", "png", "tga", "exr") };
    3.  
    4.         ItemWithStream importPath = StandaloneFileBrowser.OpenFilePanel("Import Image", Application.streamingAssetsPath, extensions, false)[0];
    5.         if(importPath.HasData == true)
    6.         {
    7.             byte[] byteArray = File.ReadAllBytes(importPath.Name);
    8.             importedTexture.LoadImage(byteArray, false);
    9.         }
    10.         else
    11.         {
    12.             Debug.Log("Failed to load image at path: " + importPath.Name);
    13.         }

    In this case, the default path the browser opens to is the streaming assets folder but you can change that to a fixed path or and another path under Application. or another folder you know the path of and won't change from user to user.

    Unity by default can import jpg, png, tga and exr. However .tga is only partially supported.

    TriLib has standalone file browser returns a custom type called "ItemWithStream" for cross-platform support. Where the variable "Name" is the selected file path and the variable "Stream" is the data stream.

    I find it easier to not use the raw stream and just use File.ReadAllBytes and give it the path.

    To access the Standalone file browser functions you need to add "using SFB;" at the top of your script and "using system.IO;" to access system file functions.


    Note that 2x2 Texture2D will be resized to match the size of the imported texture when you call LoadImage.
     
    Lex4art likes this.
  34. Thibault_potier

    Thibault_potier

    Joined:
    May 4, 2021
    Posts:
    46
    Thanks a lot for the explanations !

    Any hint on how to apply the texture to the loaded 3D model ?

    Ideally I would like to do the same process as in the video, but instead of assigning the texture on the model in blender before the export, I would like to do it at runtime in unity after importing the 3D model.



    Is it even possible ?
     
  35. ParadoxSolutions

    ParadoxSolutions

    Joined:
    Jul 27, 2015
    Posts:
    322
    @Thibault_potier You could export your mesh with an embedded material in such a way that TriLib can import it automatically. (.obj and .fbx only I think). Make sure that the assetImportOptions have texture importing enabled and the textures are in the same folder as the mesh (or in a folder the same name as the mesh, depending on mesh file type).

    Take a look at the example scripts included with TriLib, the script should have reference to a _LoadedGameObject that you can use GetComponent<MeshRenderer>().material.mainTexture from there you can set the material's albedo texture; if the material is using a custom shader you will have to use material.setProperty("shaderkeyword", texture);

    Here is the scripting API for material properties: https://docs.unity3d.com/ScriptReference/Material.html

    I would also familiarize myself with the difference between material and shared material as well as material instancing.

    You can see shader keywords by setting the inspector to debug mode and selecting the material in the project folder. Alternatively, you can open the shader file, or sometimes for built-in shaders you can find the source on github.

    Once you know the shader keywords you can change whatever texture you want.

    Common property names of build-in shaders include _BaseMap, _MainTexture, _Bump, etc.
     
  36. Thibault_potier

    Thibault_potier

    Joined:
    May 4, 2021
    Posts:
    46
  37. AP-3

    AP-3

    Joined:
    Dec 10, 2019
    Posts:
    3
    I have a question regarding sample scene #9 (Scene9 - Progress Handling) in TriLib 1.9 (using this version because it supports the specific file formats we need). It appears this code doesn't actually catch the exception correctly:

    Code (CSharp):
    1. using (var assetLoaderAsync = new AssetLoaderAsync())
    2.                 {
    3.                     try
    4.                     {
    5.                         //Loads the given asset and set the loading progress and loading completed callback
    6.                         assetLoaderAsync.LoadFromFile(string.Format("{0}/BigModel.obj", TriLibProjectUtils.FindPathRelativeToProject("Models", "t:Model BigModel")), null, gameObject, OnAssetLoaded, null, OnAssetLoadingProgress);
    7.                     }
    8.                     catch (Exception e)
    9.                     {
    10.                         //Stores the error message to show on GUI
    11.                         _error = e.ToString();
    12.                     }
    13.                 }
    Changing "BigModel.obj" to "BigModel2.obj" doesn't result in the exception getting caught. Is there something I'm missing here? The reason I ask is that I'm trying to catch when the loader has trouble with importing a model correctly, but it seems like even the sample code isn't able to pull this off heh.
     
  38. dean-ivre

    dean-ivre

    Joined:
    Jun 23, 2020
    Posts:
    17
    I got this error when tried to load in a fbx in sample - An error occurred while loading your Model: System.Exception: Property ColorIndex for geometry not found.
     
  39. SceneForgeStudio

    SceneForgeStudio

    Joined:
    Feb 28, 2017
    Posts:
    466
    Maybe try disabling Import Colors in your AssetLoaderOptions?

    ----------
    @rickomax I am trying to use the file picker to import models and move/copy them to a different folder. I can do this using the returned path, but this only moves/copies the single selected file, and won't also move/copy the other required files such as textures, etc. Is there a way to import the model using the file picker, and get the paths of every file being read for the model's import? I hope that makes sense!
    Like I want to select just the fbx file (for example), but also have access to the paths of all other files linked to it, which I assume Trilib does anyway.
    Thanks!
     
  40. dean-ivre

    dean-ivre

    Joined:
    Jun 23, 2020
    Posts:
    17
    Thank you , that seem to stop the error but the model still wont show up
     
  41. Thibault_potier

    Thibault_potier

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    May 4, 2021
    Posts:
    46
  42. harti177

    harti177

    Joined:
    Nov 5, 2018
    Posts:
    9
    Hi,

    I have some fbx which loads fine with Trilib-1, but not with Trilib-2 demo. Could anyone help me with this ?

    Example file - Link
     
  43. garrido86

    garrido86

    Joined:
    Dec 17, 2013
    Posts:
    234
    Is it possible to cancel loading of a Model?

    @rickomax
     
    Last edited: Sep 16, 2021
    ArjanBroosSioux likes this.
  44. salvolannister

    salvolannister

    Joined:
    Jan 3, 2019
    Posts:
    50
    Is there anything we can do to speed up the Trilib.Utils.DispatcherUpdate() call?
    I have seen that It creates a big spike in my application
     
  45. ArjanBroosSioux

    ArjanBroosSioux

    Joined:
    Jun 1, 2021
    Posts:
    17
    I'm very much interested in this as well.
     
    Thibault_potier likes this.
  46. jalajshah

    jalajshah

    Joined:
    Mar 5, 2018
    Posts:
    60
    Hello,

    Before update animation working perfectly but getting error in iOS build so update plugin. Now i am facing pivot issue in Animation.
    For example i have model Door
    - DoorFrame
    - Door

    Now door animate from center in place of life center !!

    facing same issues on last two release 2.1.1 and 2.1.2

    How to resolve this?
     
  47. imaginationrabbit

    imaginationrabbit

    Joined:
    Sep 23, 2013
    Posts:
    349
    Does anyone know how to get Trilib to import all the materials from an fbx file? Do I need to use a custom material mapper?

    My models have a single mesh with multiple materials on them but Trilib only imports the first material.

    Any ideas? Thank you.
     
  48. Lex4art

    Lex4art

    Joined:
    Nov 17, 2012
    Posts:
    445
    Works fine for me - check if you created Trilib "Asset loader options" object > it has "Materials" import enabled inside > it connected to TriLib FBX importer script. Should work.
     

    Attached Files:

  49. imaginationrabbit

    imaginationrabbit

    Joined:
    Sep 23, 2013
    Posts:
    349
    Thanks for the reply- I do have that checked



    I don't entirely understand what material mappers are supposed to do so I probably need to see if it is implemented correctly 0_0
     
  50. Lex4art

    Lex4art

    Joined:
    Nov 17, 2012
    Posts:
    445
    Neither do I, but it works for me (at least in HDRP)... Maybe it's worth to try simple one mesh without hierarchy & animations but with multiple materials on it - if this simplest case imported fine this will be a clue for this material problem origin.