![]() IMHO, the kind of stuff that Lonestar and others require, is " action grouping", that is invoking an action (here a transformation) on a group of objects. To abstract, that's " action grouping" vs " algebraic grouping". Just a more complicated mesh.Even if I fully understand Martin point of view on this topic, as it is the standard mathematic (aka algebraic) one, I must admit that this could be disturbing when working on important scene. I did it once with a cube and it worked but I am not entirely sure what I did to make it work that was any different than this situation. It has nothing to do with 'repeat' or 'clamp' in the texture import because I am doing that and still no dice.Ĭan anyone help with this ridiculously simple problem? I am 90% sure it's something in Unity as Cheetah is baking and exporting the textures just fine. It has to be something stupid I am not doing. But no matter what I do, when I try to import this png as a texture or a material or click and drag it onto the mesh or whatever, I get this. ![]() The auto-importing materials did not work as I was expecting to use the baked mesh texture I had created and saved to a png file. I cleaned up my model, so that it was just the single tank mesh and imported it into Unity. After clicking the Bake icon (the oven, next to Render) I waited twenty minutes and got this. I selected Bake Texture from the Render menu and clicked "Baking UV Coords" in the left menu that popped up. The Import Children command copied all the objects on top of one another but with none of their materials (this is okay). otherwise the rounded edges would be lost. I also had to make the polygonal objects editable to collapse their meshes from Subdivisions, etc. I dragged all the objects under the main Tank cylinder just like it was a group. The textures are all set.įirst things first I had to combine all the objects into one mesh, using Import Children. Here is my object as rendered in Cheetah. this has turned out to not quite be the case. I specifically chose Cheetah for modelling because I thought it was easy to import objects into Unity. jas file, and have one less file to get lost or out of sync. But I'd much prefer to just use the texture which must be inside that. If I could figure out how to export textures from Cheetah3D (which has so far also stumped me), I'm sure I could just load that into my Unity project as a separate file, and hook it all up within Unity. When I select the geometry "mesh" in Unity, there is a material component called SKINDOLL attached. When I twist open the model file in Unity, I see the Mesh and Avatar created (as I understand it) by the Unity importer, plus two other objects, which correspond to objects I see in Cheetah3D: one "mesh" (which is what I named the geometry), and one "root" (the root node of the rigging). jas format) in one of my Unity project folders, and examine it in Unity, it has just the smooth gray look (no texture). I have a nice ragdoll model that I bought from Turbosquid, and it has a great plaid texture map that appears just fine in Cheetah3d. I've just gotten Cheetah3D, and learned that Unity can read its native file format (.jas) directly, which is awesome. How do I load a textured model created in Cheetah3D into Unity, such that it retains its texture? Please forgive the terribly noobish question:
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