![]() Graphics: Fixed Metal Graphics Jobs crash that was caused by uncommitted encoder. Graphics: Fixed an issue where Virtual texturing stats were not correctly gathered and displayed while capturing the editor. Graphics: Fixed a crash on warming up shaders using dots instancing. GI: Fixed an issue related to the OpenRL library the CPU lightmapper uses so that the Bug Reporter now consistently launches when Unity crashes. GI: Baking using the Reflection Probe Inspector now works as expected. ![]() (1311349)Įditor: Fixed Array SerializedProperty using Reorderable List not returning true via EditorGUI.PropertyField when children are not included but the property is expanded (1308472)Įditor: Fixed PropertyEditor callback issue which prevented PropertyEditor from being deallocated (1300346)Įditor: Fixed an issue of not being able to edit Array items when EditorGUI.PropertyField was using SerializedProperty created from the target of the custom editor. The mesh still imports, but with a warning that tells which mesh is crashing (1302233)ĭocumentation: Fixed malformed URIs when requesting "Help->Unity Manual" and "Help->Script Reference" from the main menu, while using a redirect Documentation Server in Preferences. Mono: Crash on :QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio (1308797)Īsset Import: Added a warning when for when a fbx crashes the uv-unwrapper. On a side note, for those of you who want to get the Blend Shapes / Morph Targets on UE4, be sure to use the FBX201400 export, as UE cannot read FBX201600 properly. Anyway, this will allow you to get your blend shapes / facial animations exported to FBX, but might require some minor adjustment on your networks. The resulting FBX, will however not have the subdivisions. See the attached images for simple examples: the first network will export the blend shapes by default but the second one will need to force the export, because of the subdivide node. However, there is an option to “Force Blend Shapes Export”, that will allow the blend shapes to be exported by ignoring the incompatible nodes, but potentially losing information doing so. #Create blendshapes fbx unity skin#Nulls, switches, caches, nodes dealing with attributes, skin deforms or merges won't block the blend shapes from being exported, but other nodes that will alter the geo, like a subdivide for example, will. Blend shapes animations are also exported, but the shapes by themselves cant be time dependent. ![]() FBX being way more rigid than Houdini, blend shape nodes will only be exported if your network is “FBX compatible”, that is if no modification to the geometry happens after the Blend Shapes. The exporter will now try to find Blend Shapes SOPs in Geometry nodes, and export them as FBX blend deformers, creating Shapes for each of the blend inputs. Hi all, As of version 15.5.675, we have added blend shape support to the FBX exporter. ![]()
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