I made FPS hands and gun in Blender but when I export it on Unity as .fbx, it shows up incorrectly. Positioning of the gun is wrong finger is stretched ect. I applied all the transforms to the objects in Blender but it didn't fix it.
This is Blender screenshot
And this is Unity screenshot
have you tried importing the model multiple times? most likely there were errors while importing the model, please try again
I redid everything and it worked. I couldn't manage to identify the problem. I did everything as same as the last time. At the end of the day, it fixed it.
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I face new strange problem in godot, when I use MoveAndSlide(I'm using c#), it works smoothly without problem, but when I activate Animation tree, MoveAndSlide doesn't work while debug window show me variables are changing as usual, I have to use Animation tree(Animation Player also same problem), without Animation tree, character will be solid image moves from position to position, I was searching internet for this problem but I did not find any similar problem, I read godot documents, also there is nothing about this problem, I read and watched many tutorials on youtuble about moving 3d person and I use same steps (after changing code from gdscript to c#), also problem don't solved, any one can help?, thank you
Thank you guys,
The problem was solved by itself in next day, I tried to reproduce the same error again to understand the problem but I failed, I rearranged main character scene then the problem disappeared, how? I don't know.
Maybe someone knows what it might be? Look at this Ivi model in the editor, everything is fine there, but when the game is compiled on my Xiaomi we get this (1 picture)
The problem is in the animation of the model, if you remove the animation of this model, then everything is fine. In unity, everything is always good, but there are problems on the smartphone. I do not know what to do.
There might be a lot of things that cause this. First of all, you should check Mesh Compression in your mesh import settings. You should also check your 3d model for these artifacts. It might also be because of how different phones render 3d models. You should try it on a variety of phones and see if it has similar artifacts.
I have a problem with the project I am working on in Unity and have been trying to solve the problem for days.
I am using the Meta 2 and the HTC Vive base station. I am continuing the work of a colleague. He was working on another computer. I am trying to recreate the project he created. He gave me the project and everything included but also doesn´t know how to solve my problem.
It looks like this:
I can open and play the project. When I play the project I can see everything I want to see in 3D with the Meta 2. But I can not look around. When I move the Meta I see the some kind of "vibrating" movement in the screen but in the end everything stays in the position.
I also connected the Sense Gloves I have with my computer. I can move the fingers of the sense gloves in the screen (they are shown as blue circles which i can move) BUT I cannot move the whole hand. It stays where it is initialized in the room.
I think it is a problem with the transfer of the vive tracking data to unity (the position of the tracker coordinate system in unity is not moving even though hit should).
I hope this explanation is accurate enough. If you need more information, do not hesitate to ask me, please.
Kind regards
Alex
I built a small MapEditor for my game in XNA. Now I want to build it in Unity3d, except I don't really understand how this works in Unity3d.
So basically what I want is to create a 2d grid, where I can dynamically add tiles to the grid. Each tile contains a 2d Texture.
I was thinking of using NGUI to help me with this. I want it to be a 2d game.
I've got no idea on how this works in Unity3d. I would appreciate it, if you guys could point me into the correct direction.
Thanks in Advance!
I think the Rotorz tile system is doing exactly what you are looking for. Have a look at: http://u3d.as/content/rotorz-limited/rotorz-tile-system/2UU
hello i exporting a blender.fbx file into my assets folder in unity and it was working perfectly and i positioned it in front of the camera but when i play it the gun looks like its been taken apart whats going on?!if this helps i separated some parts so i could use it for animation cause it looks like all the animation parts are separate is this a unity thing or a blender thing?
http://www.flickr.com/photos/87198010#N07/7985274177/in/photostream
Two options:
It could be that your animation is incorrect.. remove animation to test..
The position of the child objects, barrel and trigger, may be incorrect in relationship to the parent.. I don't know for a fact, just a few thinks that come to mind.
Let us know when you find out.
When you load a mesh into unity, unity will as a standard add an animation module to it, even if you don't have any animations yet. this may be what is making the gun bug.
If there is an animation component on it, remove said component and try again.
Also it might be that different parts of the gun are at different scales or rotations, before you export from blender click and click 'apply rotation and scale', and then you export.