nyx
New vMember
Posts: 13
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Post by nyx on Mar 3, 2020 16:47:07 GMT
I could use some general direction as to how to go about modifying the VBOT model / where I've gone wrong...
using Blender, I created a new head, imported VBOT_LOD.fbx, deleted all three layers of the original head and then joined the new head. I originally tried sticking the new fbx into my existing project and I was able to move the "new" character around, but there was no animation, just the t-pose. I then used the Invector basic locomotion character controller creator and plugged in the new fbx file (which is named VBOT_LOD) and after that the animation worked, but the original t-pose is still "sticking out" of the animated part.
I believe the issue is with the different LODs. If I disable LOD0-3, then I am left with the t-pose and no animation. If I disable the mesh that was generated when I import the new fbx (cube01) then I am left with a headless version of the original VBOT. So it seems that the changes I made are only on one of the LOD levels and I'm not sure what needs to be done to integrate everything together.
Hope that makes sense and thanks for any advice anyone might have. This may be more of a question for Blender or Unity, but I'm just not sure where/which settings to focus on.
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Post by axbaby123 on Mar 4, 2020 1:09:26 GMT
I will try to help but I am new to the Blender and avatar stuff.
Are You deleting the avatar then adding the head? I am not sure if this is called bones or armature in Blender.
Try to keep the T-pose then use www.Mixamo.com create a new avatar then export as Unity Fbx and No to import animations.
Mixamo will help
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nyx
New vMember
Posts: 13
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Post by nyx on Mar 4, 2020 5:43:59 GMT
I got it working. I just had to join the head to the top LOD in Blender and delete the rest. Maybe not perfect but it’ll work for now.
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