![]() After importing and creating a prefab, I discover my model has duplicate geometry. When I imported the fbx, it takes me about 20 minutes to configure the settings for each animation (transform baking, events, etc). Having the blend file in the project ensures that you have the exact file you are looking for.Ģ) Ability to make adjustments to file without having to reimport the entire file and updating any dependencies - For example, say I have a prefab that uses a humanoid model I created in blender but had to import as an fbx. ![]() It might be hard or even impossible to tell which blend file the FBX was created from. And here's a couple reasons why:ġ) No Ambiguity - Having the blend file directly in the Unity project removes any ambiguity that might exist if there was a FBX file created from a blend file. This really needs to be restored to the original functionality. ![]() This is a very important issue and I can't believe Unity is burning their blender using user base in such a way.
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