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This page of the Unity Manual explains the format: http://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html The RGB colour values are used to store the X,Y,Z direction of the vector, with Z being “up” (contrary to Unity’s usual convention of using Y as “up”). In addition, the values in the texture are treated as having been halved, ...


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Store the components and compute the matrix on-demand when you need it. Storing the matrix itself is inferior if you're ever going to be manipulating the transformation in any interesting or useful way, because floating point error can creep into the matrix after repeated successive mutations (such as rotations). This can result in a matrix that doesn't do ...


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It worked. My Code: Mesh mesh = new Mesh(); mesh.vertices = newVertices; mesh.uv = newUV; GetComponent<MeshFilter>().mesh = mesh; mesh.SetIndices(new int[] { 0 }, MeshTopology.Points, 0); The last line creates was very important to create a trinagle. For saving the Mesh: AssetDatabase.CreateAsset(m1, "Assets/" + "oneVertexMesh" ...


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In a lot of cases animations are blended between to create a pose. In some cases many animations are layered at once, sometimes on only part of the body. Finally inverse kinematics can be applied on top or under animations. The only way for all this to work is if the bones transforms are first calculated in local space.



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