Search found 5 matches

by chrisoshea
Fri Jan 02, 2015 10:59 am
Forum: General Moho Discussion
Topic: Unity FBX import issue
Replies: 13
Views: 6338

Re: Unity FBX import issue

It depends if your camera is facing into the positive or negative z direction. When I import FBX from Anime Studio to Unity, by default I am looking at the back of them. I need to rotate on Y axis by 180 degrees. If you simply change to a double sided shader, then you will still be seeing the model ...
by chrisoshea
Fri Sep 05, 2014 6:06 pm
Forum: General Moho Discussion
Topic: fbx export questions
Replies: 4
Views: 1755

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 length...
by chrisoshea
Wed Sep 03, 2014 3:17 pm
Forum: General Moho Discussion
Topic: fbx export questions
Replies: 4
Views: 1755

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...
by chrisoshea
Wed Sep 03, 2014 2:06 pm
Forum: General Moho Discussion
Topic: fbx export questions
Replies: 4
Views: 1755

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
by chrisoshea
Mon Sep 01, 2014 8:36 pm
Forum: General Moho Discussion
Topic: fbx export questions
Replies: 4
Views: 1755

fbx export questions

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...