You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Just adding a weird behavior that I noticed, tested with the same model from issue #14.
For the tail bones to appear with a custom pose in Unity, I have to export the model in Blender in a very specific way:
It seems I have to FIRST select the armature, THEN the 3D object, then export (using any export options).
That was the only way that worked, for the tail bones to be positioned correctly in Unity, with the custom curved pose.
Else (like if I selected the 3D object first, then the armature), the tail appears in a different pose, the "default pose" of the tail bones.
I don't know if that's intended, or if it's a bug with the exporter.
The text was updated successfully, but these errors were encountered:
The issue happens depending on the object that remains highlighted in the Outline when the Unity FBX Exporter is invoked. "Highlighted" is represented by a rounded gray background in the object's icon. It's different from object selection.
"Body": correct
Any object except "Body": incorrect
No object (i.e. after deleting the highlighted object): correct
Just adding a weird behavior that I noticed, tested with the same model from issue #14.
For the tail bones to appear with a custom pose in Unity, I have to export the model in Blender in a very specific way:
It seems I have to FIRST select the armature, THEN the 3D object, then export (using any export options).
That was the only way that worked, for the tail bones to be positioned correctly in Unity, with the custom curved pose.
Else (like if I selected the 3D object first, then the armature), the tail appears in a different pose, the "default pose" of the tail bones.
I don't know if that's intended, or if it's a bug with the exporter.
The text was updated successfully, but these errors were encountered: