Are you seeing the prompt to save unsaved meshes when you create a prefab?
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Sorry for the delay,
`That is strange. Usually if there is a scaling issue it has to due with the bind-pose (the resting pose of the skinned mesh). But this sounds like there might be some else going on. Can you inspect the rig a see if the transforms look normal I suspect there could be a root bone scaled to say 100 rather than 1 which could look normal if the child bones where at a 0.01 but might cause some issues. If that is the case you can unparent the child bones a set the scale of the root to 1 and reparent the child bones.
If the transforms are not the issue you can try the Edit/Skin/Bindpose Command and if that does not work can you send me a unity package to debug the issue.
That sounds great. I would love to check out your tool and work with you with whatever changes you need to make the integration painless. You can email me at email@example.com.
Hi, Thanks for you purchase.
"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)"
Hmm, that should work I have been doing that with the new example model I am working on. I am getting the best results exporting blend-shapes as single shaped meshes and using the Blend-shapes/Load Command; as the blend-shape normals and tangents look better when unity calculates them as a single mesh.
Can you send me a unity package to test out? I should be able to sort out the problem quickly with out much back and forth I will not share your assets and delete them once I have found a solution.
On Import there is a error message about 'missing internal data'.
- You can ignore this warning on import, if it persist make sure the InternalData scrip-table object is in a resource folder.
Skinned meshes with blend-shapes but no bone-weights can not be used as a target renderer with the Vertex Mapper.
- Solution use a Mesh Renderer with the same mesh, the original blend-shapes will be added to the new renderer.