Hi
Glad to see fbx export in Anime Studio, will help a developer like me working with animators easier.
Some questions I hope you can answer...
1) The textures in Unity seem to have empty padding around them, have you noticed this?
2) Each limb object is its own mesh, which is fine, but because each limb has a material and texture, you end up using a lot of draw calls to render the character. To batch this, you would use a sprite sheet (atlas). In some 3d programs, when you export the fbx you can make an atlast, so multiple textures are packed on to one image. If I imported a sprite sheet into Anime Studio, could I use it and export and still use the sheet as 1 texture in Unity, or would AS export multiple textures.
Here is an example (found randomly on google image search, not mine)
http://forum.unity3d.com/attachments/de ... ng.103448/
3) I seem to have some blank space at the end of an animation in Unity that loops cleanly in AS. Any thoughts?
Thanks
fbx export questions
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- synthsin75
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Re: fbx export questions
2) I would imagine you could have a single image texture. You would have to apply the same style (with that image texture) to every part that needs that texture and then use the select shape tool to move the image texture handles so the right part of the texture is showing for each body part.
- Wes
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Donations: https://www.paypal.com/paypalme/synthsin75 (Thx, everyone.)
https://www.youtube.com/user/synthsin75
Scripting reference: https://mohoscripting.com/
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Re: fbx export questions
Can you make it not export the Anime Studio Camera into the fbx?
I take it the bone layers need to be exported? i.e. not just the animated mesh?
Thanks
I take it the bone layers need to be exported? i.e. not just the animated mesh?
Thanks
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Re: fbx export questions
also, are the fbx exported animations tied to the number of frames (i.e. 20 of 60), rather than the last keyframe in each action?
if so, then it makes doing animations of different lengths impossible, as you end up with empty space (static frame) on the end of animations, unless you make all actions exactly the same length (which wouldn't work).
thanks!
if so, then it makes doing animations of different lengths impossible, as you end up with empty space (static frame) on the end of animations, unless you make all actions exactly the same length (which wouldn't work).
thanks!
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- Joined: Mon Sep 01, 2014 1:28 pm
Re: fbx export questions
an update...
"The textures in Unity seem to have empty padding around them" < this ended up being a Unity import setting. fixed.
Even if you use one image with multiple objects in Anime Studio, you get multiple exported textures, but never mind.
There is still the issue of animation lengths being completely wrong (even in fbx reviewer app from autodesk). Anyone any ideas on this?
thanks!
"The textures in Unity seem to have empty padding around them" < this ended up being a Unity import setting. fixed.
Even if you use one image with multiple objects in Anime Studio, you get multiple exported textures, but never mind.
There is still the issue of animation lengths being completely wrong (even in fbx reviewer app from autodesk). Anyone any ideas on this?
thanks!