Tag Info

New answers tagged

0

The first error means you are passing a set (ie. {1, 2, 3}) to the Actor constructor whereas it expects a dictionary (ie. {'a': 1, 'b': 2, 'c': 3}). The second error about missing modelRoot means that the model you are trying to load is not rigged; Panda3D does not recognise it as a character. That, or you are trying to load the animation data as an actor ...


0

It is a problem of baking in 3D software. Just increase the number of texture seams and second it is all about in Unity selecting texture and Mip on and off. You will see seams will go, but better to see you texture in game with your main camera.


1

Get the object's Normal as vector (X,Y,Z). I guess that will be (0,0,1) in your case. Construct rotation matrix from your angles (e.g. euler-to-matrix or any other "Euler to Matrix" instructions that suit you). Order of rotations is important. Multiply your Normal with Rotation matrix


1

The problem here seems, that you don't have lighting in blender. Add a light source and try rendering it there. You will probably have the same artifacts as in unity, because your geometry isn't ideal. To prevent those weird shadows, you'll probably have to remake parts of the model. Especially stretched triangles can result in very strange lighting issues. ...


0

for a similar requirement in a prototype (all be it on unity for desktop) but i think the logic, planning & structure should stay the same. i was able to create a parent object for each class of weapon with different animations. then i added all the different appearance of the different models as children of that parent object and simply animated the ...



Top 50 recent answers are included