Unity vertex animation tool download torrent






















Can you be more specific about what isn't working with the texture? We have a wood-wall destruction animation. Wall is made by two part. The first part of animation brokes the left part of the wall.

The second part brokes the right part. In Houdini we see the correct animation. When we export to Unity we see that everythings is corrected at the frame number 0. When we render frame 1, we have every points shifted. I have a question: our model is pretty big. Exported textures have a bit compression.

It means that we have 8 bit for red, 8 bit for green and 8 bit for blue. So, we can represent just values in each axis, is it right? Because I was thinking about a precision problem with big models with a big bounding box. Thank you very much for your help. It's really important to us. An rbd sim with very large bounds will have precision issues. You are correct that the texture limits the precision. As for the shift on the second frame, have you set your colour space to linear?

Sure, I'm using linear color. Can I share with you my exported objects so we can both see the situation I have tried to descript above? Please submit a bug to support sidefx. Removing some properties on verticies the situation gets better. Now we've done a try; we have exported the same model with just 1 animated point and everything was ok.

We've done the same with 10 animated point and everything was ok. The same with 50 points. When we export an animation with more points the base position of other points was different shidted. Is there any limitation on the number of points that we can animate with Vertex Animation? That looks like the colour space issue I mention at the end of the tutorial. Have you set your project to linear? Hey I had a really tough time getting fluid to work on android so I thought I would share my recipe.

I'm not sure all of these parameters are necessary, but it worked for me. I will update this post if I have better info.

And Weld Vertices: ON i left the normals and tangent space on its default setting. Now, it looks correct in the editor while build is set to android, but does not actually display anything on my android device, where as the "broken" imports the demo is broken the same way, the 3D shape looks like its shaped around a box with some triangles or maybe the 4th vert of a quad are missing when build is set to android would appear the same way on android Hi Chris.

Can you send me a test scene? I'd like to troubleshoot this with the guys at Unity. Tristannn 3 years, 5 months ago. So, I just spent a bunch of time trying to solve the gamma issue you described in your video That said, I came out of it with stuff to share: - For me, switching to the linear color space was absolutely necessary Without doing this, my motion simply looked horrible. My guess is that unity's gamma stuff is bugged but they're replacing all that stuff with their new scriptable render pipeline tech that uses the linear color space anyway.

I'm not sure why you were using the Sprite or legacy GUI types? I didn't test the performance difference Anyway, thanks Mike! Pakal07 3 years, 5 months ago. If I produce a fluid that turns into a Cube, for example, the Normal remains constantly soft while it is specified hard in the Houdini animation.

Does the shader or the export produce by default only a soft normal? Is there a workaround to avoid this problem? Thank you. Hello guys! Just started working with the Vertex Animation Tools and it's a wonderful workflow. Got it working flawlessly, but I just came across a little bit of a problem with it, I'm not sure why but the geometry gets culled by the camera. I just tried it in an empty scene and if the camera is close to the object, then it gets culled. Here's an example of what is happening.

Cheers and thanks a lot Mike! That looks like an issue with the render bound of the object. Make sure to expand the bounds to encapsulate the entire animation. Unity is probably setting the bounds to the initial static frame geometry.

Hey Mike. This is super useful. I found the last step about changing the color space and texture type to solve my latest issue as well. Just a simple particle sim, but for some reason the other texture types were causing a strange "grid" like pattern within the point behavior.

This solved it. Thank you! HBS-Houdini-User 3 years ago. I have been having a struggle getting rigid body destruction to work using both Houdini 17 and The cloth and smoke and particle effects all showed up. But there were no textures referenced in the material for the rigid body animation. So either Unity decided not to import these textures or something else is amiss.

The current shaders are not compatible with the new render pipeline. I'm working on new shaders at the moment. I'll probably release a first pass in the next couple of weeks. Hi Mike, thanks for all this! I have tried the workflow on Unity I cannot make the alpha work for the sprites in Unity. Am I missing something? I am particularly interested in the sprite VAT. The motion is there. I would just need a trick to make the alpha work. If somebody has a solution, please let me know! Thanks in advance.

Left to solve: -sprites alpha -rbd in version Hi Mike, Thank you for all the tools and advice! It has really been helpful. Joined: Nov 10, Posts: 2.

Joined: Mar 2, Posts: 2. Is the unity vertex duplication not a problem? Does this work with complex meshes? Joined: Aug 5, Posts: 9. PC2Unity Stopped working. I have used this plugin successfully for quite a while however it seems to have stopped working.

Now when I import pc2 files that were previously working Unity gives me a, IOException on path error. I'm not sure wants; going on bit I really could do with a fix. Joined: Aug 5, Posts: Can use with unity version 5. Circlenumber , Feb 10, Why have ploblem with face object? I use unity 5. You probably need to assign the MF variable of the pc2unityController script in the inspector.

Last edited: Feb 13, Circlenumber , Feb 13, Cant see your image. MikeUpchat , Feb 13, Ok,Thank for web upload. I dont know with problem.

Circlenumber , Feb 14, Circlenumber likes this. Thank you. Now is OK. And when import many obj I will close window plugin every import it. It is very convenientifthesegment. Last edited: Feb 17, Circlenumber , Feb 17, Can I play back with plugin? Now have only Once,Loop,PingPong. Circlenumber , Jun 29, Joined: Sep 25, Posts: 4.

It don't work with some objects, it freezes at building mesh vertices: and gives this error : ArgumentOutOfRangeException: Argument is out of range. Parameter name: index Any idea why? We're excited to launch new version pc2unity! It became faster, stable and can calculate per vertex Ambient Occlusion. Pc2unity 2. Last edited: Jul 26, I have problem. Model is -scale. Circlenumber , Aug 30, Some features of the upcoming release!

This demo show interactive cross section of compressor. Compressor body is a sequence of meshes. Each springs and belt has 10 meshes frames All meshes of this scene imported via pc2unity.

Last edited: Oct 7, Great stuff. Joined: Jan 27, Posts: OBJ and. PC files from Maya? Also is there a detailed manual somewhere that i can't see or is it just the quick start guide? Here's a Vertex Animination Tools teaser. Cross section animation WebGL demo. Joined: Nov 14, Posts: Purchased product and looks great.

Any chance we can get access to the original sail obj and pc2 files for the sail demo? We are trying to also use this to understand how the basics would be built in say Maya or whatever was used originally?

Thanks that would be a big deal. Thanks was able to port that into Maya and see the cache. Thanks a ton. Enable one of them to dispay simulation animation. Last edited: Feb 8, Version 3. Joined: Feb 15, Posts: 2. Is it possible to use this product for Quake 1 style character animations and is it expedient way of doing it?

It should be possible if there is option to disable interpolation in Point cache player. If not, then should I use Mesh sequence player, is there anything which makes it unable to do character animations?

For example you can play characters fragmentation - detaching head, legs itc. I think it expedient way to use MSP, if you absolutly no needs interpolation.

Joined: Nov 22, Posts:



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