From 16000ea5d42a1d279692a851a1bcf1f0531e6dc9 Mon Sep 17 00:00:00 2001 From: Stone_Blue Date: Tue, 5 Apr 2022 20:48:34 +0000 Subject: [PATCH] formatting changes --- Editor/README.md | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/Editor/README.md b/Editor/README.md index eeb45a3..612c969 100644 --- a/Editor/README.md +++ b/Editor/README.md @@ -36,23 +36,23 @@ Add `_DEL` to an object's name to delete it on import Automatically removes any animations with only 2 keyframes to make them easier to edit manually -####Additional Notes (when used in conjunction with Taniwha’s Blender Mu Plugin) +#### Additional Notes (when used in conjunction with Taniwha’s Blender Mu Importer) For those who use Taniwha’s Blender importer, to import existing .mu’s, the following steps & notes - need to be addressed before importing your model into Unity with the MeshPostProcessor installed: +need to be addressed before importing your model into Unity with the MeshPostProcessor installed. - 1) You need to make sure you only suffix the name of the *object*, and *not* of the mesh, with the above operators. - 2) In Blender, you need to convert any imported collider instances to “real”. - a) To do this, in Object Mode, select the collider instance object, then select: - Object→Apply→Make Instances Real (Shift-Ctrl-A) - b) Then move the new object back into it’s original place in your hierarchy. - Holding Shift+Alt while dragging/dropping will keep its transforms/properties. - c) Rename the *object* name, adding the appropriate operator suffix. - (I suggest removing the “collider:” prefix from the *mesh* name, but thats just personal preference) - 3) Now you have to go into Edit Mode, and fill in all the faces in the mesh. Check that all of - the created face normals are facing outside. - (When you make real the collider instances, only vertices & edges seem to get created, and not faces.) - This will be apparent, if upon Unity import, you get this error, or similar in the Console window: +1) You need to make sure you only suffix the name of the *object*, and *not* of the mesh, with the above operators. +2) In Blender, you need to convert any imported collider instances to “real”. + a) To do this, in Object Mode, select the collider instance object, then select: + Object→Apply→Make Instances Real (Shift-Ctrl-A) + b) Then move the new object back into it’s original place in your hierarchy. + Holding Shift+Alt while dragging/dropping will keep its transforms/properties. + c) Rename the *object* name, adding the appropriate operator suffix. + (I suggest removing the “collider:” prefix from the *mesh* name, but thats just personal preference) +3) Now you have to go into Edit Mode, and fill in all the faces in the mesh. Check that all of + the created face normals are facing outside. + (When you make real the collider instances, only vertices & edges seem to get created, and not faces.) + This will be apparent, if upon Unity import, you get this error, or similar in the Console window: ‘Can't calculate tangents, because mesh '_BOXCOLLIDER|mesh:|Dupli|' doesn't contain normals.’ ### TexturePostProcessor