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The upper body does the idle animation - you can see the robot breathing and his scarf blowing in the wind, but his legs are frozen mid step from the run animation. Basically, the run animation looks fine, but the idle animation is sortof. If I export my blender file as an fbx: When I import it into unity, the animations are totally messed up. Like, there's no way around it, something goes wrong no matter how i import it. fbx file, there's some terrible problem which doesn't exist in the other one. Here's the problem - whether I import my robot into unity as a. It seems that backface culling is only for the view in blender, and it doesn’t interest unity.Hi, So I've made a robot character for a third person game in blender - I've only made 2 animations so far, an idle animation and a run animation. Because this seems now the issue for unity vertex=2*(blender vertex) but it doesn’t work. Use this to find faces flipped the wrong way, especially when exporting to programs that use single sided drawing”. Maybe unity convert single side in double side? I tried to check “backface culling” that :“Only show the front side of faces. So, you didn’t import a 2 sided mesh, you just imported a 1 sided open faced mesh, and if you want it to have 2 sides, you need to duplicate and flip it”Īnd also this interesting article says that by default are single side and not double sided Larvantholos says in your link: “In your game engine, or in your 3d app if you turn it on as an optimization, back face culling helps optimize how the mesh is drawn on the screen. Ideasman42 says: “Blender draws double-sided by default” - post is edited on May 31, 2015. Other The trick don’t work because the problem is in unity and not in blender! With smooth shading (and not flat) the unity mesh is only 1 withĥ7395vertex 45858tris (in any case 2*(blender vertex) and in this case I don’t know why)īut in unity import menu I set import normals (If I set calculate the buildings became flat but I still have 2 mesh ) If the normal are set to smooth then these 2 faces continue to share the same vert. The vertex is split between those 2 polygons. In any case is a unity problem, If I import normals unity has 3*(vertex blender) dues to the fact that when exporting meshes from Blender any two adjacent faces that have their normal blending set to hard. Maybe Someone had already solved this problem. The problem is inside unity, and I know this is a blender forum(sorry), but at the beginning I though the problem is the export. So I think this is the simplest and most efficient way for this.
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I need a lot of cities, one for each scene in unity, and the programming part is more important at now.
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In this way with a big texture I have a decent and fast model of a city. My OSM map consists only in buildings: I extruded the square, so my model consist in a lot of simple cube. Here is a 26k verts osm map converted to obj. Is there anything special in your osm map? Why obj file format is not good enough?
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