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2

You probably don't need .obj if you want to use .fbx. _D usually indicates a diffuse texture, _N is a normal map. You must create a new material and assign those textures into it.


1

Short answer: use a model for first-person view and another model for third-person. Reasons: In first-person view, you need to show a very detailed hand and weapon, since the first-player will always have a close-up view. Also, the animation should be very realistic. In third-view models, details may be not so critical. A good animation for one point of ...


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How many first-person shooters do you know where the player can see their legs when looking down? Most games use completely different models for other characters and for the player-character when in first-person view. In first person view, the player-character usually doesn't have a body, except for the arms and the currently held item, which are always ...


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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 ...


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Unity does not provide an export option for additional modelling. However, it does provide the option to export an animated model (and other things) into .unitypackage format using Assets > Export package... (As far as I can tell this includes the FBX files you can find in the project folder.) In my case this was sufficient for the artist to inspect the ...



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