forked from drewcassidy/KSP-Toolkit
formatting changes
This commit is contained in:
parent
1692031d8e
commit
16000ea5d4
@ -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
|
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
|
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.
|
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”.
|
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:
|
a) To do this, in Object Mode, select the collider instance object, then select:
|
||||||
Object→Apply→Make Instances Real (Shift-Ctrl-A)
|
Object→Apply→Make Instances Real (Shift-Ctrl-A)
|
||||||
b) Then move the new object back into it’s original place in your hierarchy.
|
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.
|
Holding Shift+Alt while dragging/dropping will keep its transforms/properties.
|
||||||
c) Rename the *object* name, adding the appropriate operator suffix.
|
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)
|
(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
|
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.
|
the created face normals are facing outside.
|
||||||
(When you make real the collider instances, only vertices & edges seem to get created, and not faces.)
|
(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:
|
This will be apparent, if upon Unity import, you get this error, or similar in the Console window:
|
||||||
‘Can't calculate tangents, because mesh '<your_object_name>_BOXCOLLIDER|mesh:<your_mesh_name>|Dupli|' doesn't contain normals.’
|
‘Can't calculate tangents, because mesh '<your_object_name>_BOXCOLLIDER|mesh:<your_mesh_name>|Dupli|' doesn't contain normals.’
|
||||||
|
|
||||||
### TexturePostProcessor
|
### TexturePostProcessor
|
||||||
|
Loading…
Reference in New Issue
Block a user