I've been working with a few 3ds max models which have some facial expressions animated with Composite materials (controlling opacity on certain frames, so the character goes from an idle eye texture to a blinking eye texture). Unfortunately this doesn't seem to work when importing them as .fbx on Unity 3D, textures won't change at all so the character show's up with his base static texture during all the animation length .
Is there any way to fix this issue? Thanks in advance
Related
I'm trying to render texture to material but it rendered is not correctly, maybe my texture is wrong, but when i add the texture in blender it renders correctly. I don't know why.
Sorry I just learned threejs, but the current project needs to render in 3d. So I came here to ask if anyone has a solution, please help me.
Here is my Codesanbox:
https://codesandbox.io/s/hero-kdhox?file=/src/App.js
The texture I have added in Blender something like this:
https://imgur.com/dYkD5u8
You must flip your textures vertically, threejs will by default flip them when you import them using 'useLoader' there is a property flipY for textures but it hasn't been working reliably
Your best bet is to flip them vertically manually before importing
Alternatively, pack the textures in your GLB on blender itself
I am using Autodesk Maya for creating models and animations of this character. This character appears and animates perfectly on all other platforms like Unity, 3dsMax, etc. but when I import .dae file in Xcode the face of the character appears green and not showing the perfect texture.
This model has perfect UV's on the face, other faces are used as blend shapes those shows perfect texture. UV's of the main face which appears green.
The face appears in Unity
What changes are required to change green color appearance of face to normal?
If any Maya material appears as green surface in SceneKit, you should delete a UV-mapped texture in Maya (check whether you're using Lambert, Blinn or Phong shader) and re-apply UV-mapped texture from scratch.
Green surface usually means a 3D object doesn't have a shading group assigned, or shader is somewhat corrupted, or error appears during import.
If you can't reassign a UV-mapped texture in Maya, try to assign this texture in SceneKit's Scenegraph. For that select a head and using Diffuse slot in Material Inspector choose a texture from a drop-down menu (the best image format in this case is .jpg on .png).
P.S.
I've found that your model was locked in Maya. Check ChannelBox and AttributeEditor.
I'm using sprites for an animated menu in my game.
I tried two methods:
Image Renderer: Replacing the image per frame with the sprite slice in the animation window
Sprite Renderer: Same method
I'm playing the sprite animation with no loop then rotating the transform on the z-axis.
The problem is that with the image the Screen Space overlay works well but the rotation of the transform causes the sprite to look glitchy and rough. With the sprite renderer however the Screen Space must be put to Camera and the sprites get placed between other assets in the world.
Example: http://postimg.org/image/436q9jvax/
Is there a way to either fix the roughness on the rotation using image or force the Camera Screen Space on top? My only concern with the 2nd option would be in relation to responsiveness for multiple devices.
The easiest fix was to apply "sorting layers" to the canvas with the sprite renderers on to keep it on top.
I did however incorporate #beuzel's idea about separate cameras in the end and opted for 2D sprites with physics instead of a 3D rendered animation on canvas.
http://postimg.org/image/6qmtiirb9/
Thanks for making the good sample. A fix for the menu intersecting the world is using a seperate camera for the GUI layer. The rough animation might be a pixel perfect setting in the sprite rendering (just guessing).
I don't have enough reputation points to write this as a comment.
I am developing on libgdx for android and the thing is that I've used masks for my sprites before (not in libgdx) to set the surrounding of my sprites to be transparent so when I draw them to the screen they show the background and not a white rectangle, but I don't seem to find any way to do this in libdgx, how do you guys go about crating masks for your 2d sprites? Do I have to use OpenGL cause I don't know much about it if so can you tell me how? and also can I do it on a texture?
I just use PNG images for sprites with transparent pixels in them. These PNG images are packed to bigger PNG texture file with either Texture Packer or using Libgdx to make the texture.
You can use mesh like this http://code.google.com/p/libgdx/wiki/MeshColorTexture
I am trying to make a 3d car race in iphone using OPENGL ES 1.x.
I do not know how to draw the background sky in my scene. I tried using only planes for background but where should i placed that plane? I mean if i placed that plane outside the whole track then the frustum is not so big to show that planes in the scene.
Any suggestions will be of great help.
You can make a small skysphere or box, as suggested by Davido and turbovonce's link, which is centered around the viwer and fits into the frustum. You draw this first, without writing into the depth buffer. Then you draw the other stuff and as the skybox has not written to depth buffer it is just overwritten, except the parts where no scene objects are rendered, which are exactly the parts of the image where the sky should be visible.
You want a sky dome. Take a look at this website, it contains tons of references that should help you.
http://www.vterrain.org/Atmosphere/
Create a sphere in a 3d modeling app such as Maya or Blender and map a sky texture to the sphere. Export the model then load the model and its texture into the app, place in the scene. You should now have a background sky rendering in your game.