Showing posts with label 3D modeling. Show all posts
Showing posts with label 3D modeling. Show all posts

Monday, September 1, 2014

Man I feel dumb - Unity animations and scaling.

Don't, just don't change the scaling of an object inside Unity. Even if your object has 50 polygons.
It'll f@(k your fps. Pardon the language but it'll just ruin your day if you are doing for mobile. Just take the extra time to make your scaling animation in your 3D package of choice and save the animation as blendshapes or whatever it's called in there.
I just wanted to squish 2 bellows. But nooooo. I have to do the whole blendshapes thing. Can't just change the z value.
Sorry, I know it messes up with batching, but I just didnt' expect to lose close to 25fps.
(And I blamed my rigidbodies. Sorry bodies....)

Wednesday, December 25, 2013

2nd Maya/Unity quicky. (animating object with multiple individual meshes)

Have you tried to put your animated FBX from Maya and it would just go to 0,0,0 when you pressed play? (If you don't freeze the model before you export it, do so. Freeze it at 0,0,0 to save some extra trouble later on)

The reason for that is that most probably you have nested the meshes under a parent mesh in the Outliner panel and then on top, you've added keyframes to that parent. At least that was my problem when throwing it in Unity.
What you should do instead is select your meshes, group them, and then go in and add your keyframes and blend shapes. Export and your combined object won't crap itself in Unity.

Wednesday, November 13, 2013

Noobie Maya modeling tip...

... for the one person other than me that didn't know it.

If you made a model with a hole and went ahead to seal it with Mesh --> Fill hole and it wouldn't do it, then you have messed up normals in your model. Select your model, click on Display --> Polygon --> Face normals to view your normals. Then select the faces with the reversed normals and go to Normals --> Reverse. Now fill up that hole.

Saturday, April 27, 2013

Maya tip (possibly for other 3D modelers as well)

Made a 3D model that has lots of angles and or complex geometry that makes it hard to select elements?
Or you need to move around your model a lot to select the edges or vertices that you need?
Well if you have made a proper UV map, just load the UV editor window and select away. Easier to do so in there for lots of elements because of the unwrapped model.








Pictured above: Simple model of an ogre's club. The edges were selected in the UV editor; since all the teeth had their UVs overlapping each other's to save texture space, selecting the edges took a couple of clicks.