itch.iohttp://itch.iohttps://itch.io/t/2768123/gen8-skirt-legs-bones-not-workgen8 skirt legs bones not workhttps://itch.io/t/2768123/gen8-skirt-legs-bones-not-workThu, 06 Apr 2023 13:22:09 GMTThu, 06 Apr 2023 13:22:09 GMTThu, 06 Apr 2023 13:22:09 GMTbones thighs not work

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https://itch.io/t/1434967/can-skinn-pro-help-with-this-problemCan Skinn Pro help with this problem?https://itch.io/t/1434967/can-skinn-pro-help-with-this-problemSat, 05 Jun 2021 12:29:20 GMTSat, 05 Jun 2021 12:29:20 GMTSat, 05 Jun 2021 12:29:20 GMTHi & thanks for making Skinn Pro

I bought it in desperation yesterday not knowing exactly what it can do because skinned mesh's are the bane of my life at the moment.

So I'm developing a Unity game that relies heavily on facial blendshapes and being able to change clothes in game.
I'm using the original MBLabs characters with Blender 2.79 because of license reasons.

Anyways I made a mini skirt fitted it to my character deleted the mesh and Exported armature and skirt as fbx.

Then in unity I make the skirt a child of the character and attach my copyBones script to the skirt it copies the bones from the character to the skirt with a bit of code like this.
targetRenderer.bones =
sourceRenderer.bones.Where(b => targetRenderer.bones.Any(t => t.name == b.name)).ToArray();  

That was working fine until recently

Then on some models the skirt just disappears?

Skinn helped me find the possible problem...

The characters with working skirts have 8 more bones than the models where the skirts disappear    

I have removed 4 bone finger bones on each hand in later models because mecanim wants 3 finger bones not 4

This seems to be what is causing the problem, but I am not sure because I can't find information about this subject.

I am asking for your advice regarding the capabilities of Skinn Pro and would welcome any other advice or recommendations you have.

Can Skinn Pro help with this problem?

PS I am very happy with my purchase I like how unintrusive it is & I'm sure it will help me in the future my character have around 200 blendshapes for character creation & many expressions.

Thanks in Advance

Roy

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https://itch.io/t/1222132/creating-an-atlas-in-linear-color-spaceCreating an atlas in linear color spacehttps://itch.io/t/1222132/creating-an-atlas-in-linear-color-spaceSun, 21 Feb 2021 11:44:45 GMTSun, 21 Feb 2021 11:44:45 GMTSun, 21 Feb 2021 11:44:45 GMTHello.

Thanks for the awesome asset. I used it for a while on a test project and it worked well. But as soon as I moved it to the main project, I ran into a problem.
My project uses a linear color space. When I try to create an atlas from textures, it is generated with errors: if padding is enabled, the atlas is created completely black (as I understand it, this is due to the compute shader). If padding is off the albedo atlas is generated normally, however other cards that use the Skinn shader have problems. For example normal map.
Please tell me how you can fix this?

Thx.

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https://itch.io/t/1142333/mesh-disappears-on-prefab-after-applying-skinn-changes-to-blend-shape-namesMesh disappears on prefab after applying Skinn changes to blend shape nameshttps://itch.io/t/1142333/mesh-disappears-on-prefab-after-applying-skinn-changes-to-blend-shape-namesWed, 06 Jan 2021 06:05:11 GMTWed, 06 Jan 2021 06:05:11 GMTWed, 06 Jan 2021 06:05:11 GMTHi,

I picked up Skinn Pro for a fairly specific reason: I wanted to rename some blend shapes in some characters I had, so they'd be consistent with my older characters (and their associated facial animation files).

Everything appears to work when I click the context menu for the Skinned Mesh Renderer on the prefab, then go Skinn: Edit -> Shapes -> Edit Names. After I manually rename a shape however, or import a textasset filter to do similarly, everything appears fine at first, but once I save the prefab and return to it, the mesh reference is missing and the character is consequently invisible. Reassigning the correct original Mesh doesn't resolve the issue. I also tried doing a mesh combine, then making the blend shape name changes to the combined mesh. Same issue.

No errors or warnings appear on the console.

I did see your post re: mesh compression=off and read/write=true, as well as keep quads=false in the model import settings. These settings are set accordingly.

This is in Unity 2019.4.14 using 0.71 of Skinn pro.

Any advice or thoughts?

Cheers,

Ivan.

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https://itch.io/t/1127422/objects-mapped-come-in-really-really-smallObjects mapped come in really really smallhttps://itch.io/t/1127422/objects-mapped-come-in-really-really-smallThu, 24 Dec 2020 21:02:49 GMTThu, 24 Dec 2020 21:02:49 GMTThu, 24 Dec 2020 21:02:49 GMTI am importing objects for mapping just like always.

Just recently all of a sudden it isn't working.

When I Vertex Map them they come in the Scene but really really small.

Then when I check them in the Project Folder/Inspector there is no rendering of them.

If I select Reimport on that object I can see them again.

If I drag that object into the scene it is the proper scale.

Please Help!!

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https://itch.io/t/1082280/can-i-replace-a-skinned-mesh-and-materials-for-animation-reuseCan I replace a skinned mesh and materials for animation reuse?https://itch.io/t/1082280/can-i-replace-a-skinned-mesh-and-materials-for-animation-reuseFri, 27 Nov 2020 05:05:08 GMTFri, 27 Nov 2020 05:05:08 GMTFri, 27 Nov 2020 05:05:08 GMTHello.  I would like to know I this tool can allow for example: I have a set or fps skinned and animated arms with pistol and I want to change the model of the arms to another one that I have. Can I achieve this with the tool?

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https://itch.io/t/1071110/skinn-pro-blendshapes-connect-in-maya-but-dont-connect-in-unitySkinn Pro-Blendshapes connect in maya but don't connect in Unityhttps://itch.io/t/1071110/skinn-pro-blendshapes-connect-in-maya-but-dont-connect-in-unityThu, 19 Nov 2020 17:29:55 GMTThu, 19 Nov 2020 17:29:55 GMTThu, 19 Nov 2020 17:29:55 GMTHi cwmanley,

I recently purchased Skinn pro to transfer blendshapes from one model to another inside of unity.  I tested the models inside of Maya and the transfer worked as expected so I know its not a matter of the vertex order being different. I used all of your recomended import settings and unfortunately the best I could accomplish after a few hours of tweak was some really funky results using the vertex mapper game object.  The copy and past blend shapes never worked between models.  I was able to apply blend shapes to the exact model with the copy and past function but not to a similar sized model with identical vertex order. (but overall different shape) I saw the youtuber "Cutscene Artist" do just this in her video "Skinn Pro: Extract load transfer blend shapes in Unity."  So far I have tested this in Unity 2019.3.9 and 2019.4.9  I'm going to keep working at this but if you have any idea's what could be causing my problems.  I would love to know!  Thank you so much!

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