#if UNITY_EDITOR using System.Collections; using System.Collections.Generic; using System.IO; using System.Text; using UnityEditor; using UnityEngine; public class AnimImport : AssetPostprocessor { StringBuilder sb = new StringBuilder(); //fbx动画导入前的处
使用osg加载fbx模型,需要自己编译fbx插件,编译流程与插件使用案例如下 代码地址:https://github.com/shelltdf/osgFBX CMake Error: The following variables are used in this project, but they are set to NOTFOUND.Please set them or make sure they are set and tested correctly in the CMake fil
FBX Software Development Kit The FBX Software Development Kit (FBX SDK) allows software developers to create applications that use FBX technology, or to integrate FBX technology into their existing applications. Note that the FBX SDK is not covered b
Creating Materials at runtimehttp://forum.unity3d.com/threads/create-materials-at-runtime.72952/ //通过Shader.Find()创建材质 floor.renderer.material = new Material (Shader.Find(" Diffuse")); //设置材质参数 floor.renderer.material.SetTextureScale(,)); floor.
Please correct me if any omission or error From the Inventory Management-> journals-> Item Counting> Counting can enter the inventory: Lines can create a new inventory record, click into the inventory: Need to be aware that disk Points: changes i
Things we are gonna need are Blender 2.7x www.blender.org/ XPS tools addon for Blender A model made with materials for Blender internal For Mac UsersSafari automatically unzips downloaded files and deletes the original ZIP file. Try disabling this fu
最近在做自定义类型到fbx的转换 有关polygon的理解 vertex,normal,color等信息,是离散的放置的,对fbx里面的mesh加了控制点(vertex)信息之后, 需要再设置polygon信息,就像索引那样,由哪些数据组成一个多边形 过程是这样的 // Create the FBX SDK manager FbxManager* lSdkManager = FbxManager::Create(); // Create the entity that will hold the
角色已经人形化(Humanoid)了,那它的动画可以用在其它的模型上了也就是可以共用一套模型动画了,但是你有没有发现那动画是和fbx模型绑在一起的,没关系你可以选中这几个动画文件按Contrl+D就可以提取出来了,然后你可以把整个fbx模型都删掉了,新生成的动画已经不再基于fbx了,这样可以大大减小资源大小. 如果是一个程序员的话你可能会想那这个实现代码是怎样的呢 using UnityEngine; using UnityEditor; using System.Collections; us