![]() To explain the structure of your current asset: Your animations and their references work fine, in fact the whole asset works as intended but under the constraints of the Unity editor. ![]() I am not an expert on working with LOD and animation together, but I have conducted some troubleshooting science for you. Apparently the armature does follow the animations as can be seen by the red rings. At this point the model should animate correctly in the viewport, but this one with the LODs does not. I set up the model as described, changing animation type to humanoid, assinging the animator controller I have created and unchecking root motion to keep the model in place.Īfter having assinged the material to each LOD level, I pressed play. Then, working off of the result I got from this tutorial: However, since it seems you have to name each object in Blender with the _LOD tag for unity to recognise it, I joined the parts together, making sure the armature still works and the UV map was intact afterwards. The original model was consisting of several parts in blender, but it has worked fine. ![]() (Which essentially explains "Make several versions of your model in Blender, put them into different layers, name them with _LOD according to LOD level, so that unity recognises it") Alright, I have tried to do the LOD process for one of my animated soldiers.
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