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I had a similar problem, wanting to convert NURBS curve-surfaces (curves with taper & bevel) into MESHes. I couldn't find a direct "convert to Mesh" command. Select the objects to be converted. Export the selected objects to STL format. File >> Export >> Stl (.stl) Import the STL version back into blender (where it shows up as a mesh). File >> ...


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You can combine a material's diffuse color with a diffuse map in two ways: In code, by setting the GameObject's `renderer.material.color' to a different one Through the GUI by selecting the GameObject and in the inspector choosing the desired color in the main color field of the assigned material component More information on Unity's materials can be ...


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You kind of summed up what you would have to do to create a ingame character creation screen. Supply different models for hair, face, and body. As for different colors, use a shader when drawing the model. The shader can make your skin color black, white, yellow or whatever stereotype color you would need. I feel like there is not much to say about this ...


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Found the problem. XNA's content pipeline doesn't seem to be able to handle animated FBXs correctly. So XNA has a bug. Luckily Blender 2.68a and older has a "fix" for this. Just check "XNA rotation animation hack" when exporting the FBX.


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I would suspect there is a way to setup the normals within your animation tool so that you don't have to mess with them in Unity, but it turns out there's a simple setting when you import the model. Go to the Inspector and look in the Model tab, and set the Normals property to Calculate (it defaults to Import). (There is also a code command to calculate ...


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I figured out how to fix this, but I'm still not entirely positive what the actual problem was. My rotation was very simple and was only in the X axis. The Y and Z axis remained at 0 throughout the rotation. However, if I manually type 0 into these boxes (even though they are already 0) the weird rotation problem goes away. This is repeatable. If I ...


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Unity animations do not animate changes to mesh details. Animations are only pos-rot-scale of nodes. Unity's skinned mesh renderer uses animations of nodes to deform meshes. How Unity deforms your mesh can be slightly different than Blender's deformation. Unity is trying to do the right thing given the armature animation and the mesh weights for the nodes of ...


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Are your keyframes in all 3 rotation channels? Try Ctrl+N in edit mode for the bones. Good luck. EDIT: are your rotations set to global or local? when you press i to enter a keyframe are you selecting locRot or Rotation? Whichever one you are using, try the other one.


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When you import a model from Blender(as .fbx or .obj ..etc), the textures will not be imported, but vertex colours will. Textures and models are not linked when performing an import from certain file types. Save the textures separately and then import these textures into Unity. After you have your model and textures in Unity you can create a prefab with the ...



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