OMG...yet again formatting edits
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@ -38,22 +38,26 @@ Automatically removes any animations with only 2 keyframes to make them easier t
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#### Additional Notes (when used in conjunction with Taniwha’s Blender Mu Importer)
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For those who use Taniwha’s Blender importer, to import existing .mu’s, the following steps & notes
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For Blender users who use Taniwha’s Blender Importer to import existing .mu’s, the following steps & notes
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need to be addressed before importing your model into Unity with the MeshPostProcessor installed.
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1) You need to make sure you only suffix the name of the *object*, and *not* of the mesh, with the above operators.
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2) In Blender, you need to convert any imported collider instances to “real”.
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a) To do this, in Object Mode, select the collider instance object, then select:
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Object→Apply→Make Instances Real (Shift-Ctrl-A)
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b) Then move the new object back into it’s original place in your hierarchy.
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Holding Shift+Alt while dragging/dropping will keep its transforms/properties.
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c) Rename the *object* name, adding the appropriate operator suffix.
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(I suggest removing the “collider:” prefix from the *mesh* name, but thats just personal preference)
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3) Now you have to go into Edit Mode, and fill in all the faces in the mesh. Check that all of
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the created face normals are facing outside.
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(When you make real the collider instances, only vertices & edges seem to get created, and not faces.)
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This will be apparent, if upon Unity import, you get this error, or similar in the Console window:
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‘Can't calculate tangents, because mesh '<your_object_name>_BOXCOLLIDER|mesh:<your_mesh_name>|Dupli|' doesn't contain normals.’
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`Can't calculate tangents, because mesh '<your_object_name>_BOXCOLLIDER|mesh:<your_mesh_name>|Dupli|' doesn't contain normals.`
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### TexturePostProcessor
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