diff --git a/Editor/README.md b/Editor/README.md index 612c969..331fc46 100644 --- a/Editor/README.md +++ b/Editor/README.md @@ -38,22 +38,26 @@ Automatically removes any animations with only 2 keyframes to make them easier t #### 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 Blender users 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. 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.’ + `Can't calculate tangents, because mesh '_BOXCOLLIDER|mesh:|Dupli|' doesn't contain normals.` ### TexturePostProcessor