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Double click on the Normal texture inside UE4 and expand the Texture rollout. Below the X-axis and Y-axis Tilting Method drop downs you'll see a check box for "Flip Green Channel". Tick this off and hit save. If this Doesn't fix the problem for you, then the issue isn't with your normal map but with the mesh normals. If this is the case then inside Blender ...


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STL doesn't export coords so there isn't a work around. Unless the program exports directly to obj (I'm guessing it doesn't hence the workaround) or you can export the coords in another format, you're stuck having to redo the unwrap yourself. https://en.wikipedia.org/wiki/STL_(file_format) "STL files describe only the surface geometry of a three-...


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Absolutely. The key to using the same animations on multiple characters is to ensure that all of the characters use the same skeleton. This does tend to limit you in some ways, for example your characters will all have to be the same height and proportions (i.e. same length limbs) however its quite easy to have some characters be heavier or lighter than each ...


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Note, I haven't done much work with animations in Unity from Blender. I believe (in Blender), you create a new animation by going to the Dope Sheet, and then to the Action Editor. This should allow you to create new actions. You can then create more animations (make sure to press the F button so that Blender saves the animation even if nothing is ...


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For a 2d game , you should use other instruments to animate the character like Spriter pro , however you can put all the "steps" of the animation in one file and then export it in PNG , then in Unity you can use the "Sprite Editor" to cut the image and make various pieces . This is the documentation of the Sprite Editor : https://docs.unity3d.com/Manual/...


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I believe that might be related to "shadow acne." Try lowering the bias of your directional lights. http://answers.unity3d.com/questions/925812/unity-5-real-time-lights-cast-shadows-with-gaps-li.html


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It would seem the only way to do this is to have the vertex colours correspond to a particular material (which wouldn't work as materials are set per face not per vertex) or completely re-write the FBX importer to take materials into account As far as I can tell it's otherwise impossible


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Go to edit mode Select all vertices (a) Press Ctrl + n (this recalculates all normals for all faces) export again and see if it behaves the way you want it If that did not work, do Go to edit mode Select all vertices (b, blender keeps a tab of the hotkeys you use and increment them by 1 for every use) Press w, select "remove doubles" (or duplicates, ...


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If the result in the image satisfies you, here's how I achieved it. Subsurfed the initial cube once Created a second cube and scaled it Added a boolean modifier to the first cube and chose union Selected the second cube as the modifier target object Ctrl+P Set the first cube as parent of the second so that both move together when moving the first cube Tab ...



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