I started from scratch and when I import my chatacter and add Mesh Customizer the y-axis is up. I got your PM and decided to add it here since I can't figure out a way to add screenshots without providing a link. I've been working hard on getting rid of selection issues and would really like to fix whatever it is before I submit the update this coming week " If none of those work, it would be great if I you could package your scene and send it over to me or screen-share over Skype so we can figure out what the problem is. Right click somewhere in the hierarchy, go to UCC Mesh Customiser and Refresh All Vertex Selections. Check out this reply and see if it applies to your mesh, fix coming in 0.2ģ. Change the "Position Mirror Axis" and see if that solves anything for you, because it looks like the two volumes are behind each other rather than next to each other.Ģ. I'm going to buy this as soon as I get the budget!ġ. Something like the mod linking but to copy the data. Then you don't need the muscular model anymore and just delete it. It would be awesome if somehow you could place the "Muscular" version in the same spot as the "normal" vers and reference it to tell the volumes to remember the position of the vertex data and create a morph with it. I got the "normal" version set up but I want to create a morph. At the top, click on the dropdown menu and select Share application window. Step 2: Skype will ask you to confirm screen sharing. I imported them both into Unity and set up UCC's volumes. Step 1: In the Skype call window, click the Share screen button. What if I have two meshes based on the same topography and lets say I scupted both differently in zbrush, one "normal" the other "muscular". I think that software uses volumes too.īTW I don't know if this is possible but here an Idea. I guess it works kinda like Mixamo's Fuse which is what I use to create my characters. I actually was going to use that with Morph 3d chars but UCC loos so much better!! So adding a similar code would be awesome! I found a stitching code that allows you to basically to take a rigged mesh and stitch it to the bone transforms of another then delete the old one.
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