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how to import ADDON into Unity3D
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catcherrye2 |
Thursday, August 21, 2014these files:
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Zeth The Admin |
Thursday, August 21, 2014You can technically run it with 3 independent pieces, but you'll probably want to combine it to a single mesh instead. While you could work from the md3 files to some extent, it'd be much easier to get the source .max files off the SVN and work with those directly. After you weld the parts together, you'll also probably need to re-rig the mesh before exporting to fbx for use in Unity. Make sure your uvmaps preserve while welding! Also, don't forget to assign a unique material to the body/head/leg areas. |
catcherrye2 |
Thursday, August 21, 2014Zeth wrote : You can technically run it with 3 independent pieces, but you'll probably want to combine it to a single mesh instead. While you could work from the md3 files to some extent, it'd be much easier to get the source .max files off the SVN and work with those directly. After you weld the parts together, you'll also probably need to re-rig the mesh before exporting to fbx for use in Unity. Make sure your uvmaps preserve while welding! Also, don't forget to assign a unique material to the body/head/leg areas.
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catcherrye2 |
Thursday, August 21, 2014by the way,which software should I use to import md3 and weld and export as fbx? |
Shenku RiO Incarnate |
Thursday, August 21, 2014Honestly, it's not very efficient to import the MD3 files just to re-export them as FBX files simply because the MD3 files have no bone information saved, only vertice positions(which Unity doesn't use, I don't believe...), so even if the addon is animated and the SVN .max files are not, none of the animations the addon has would carry over back into any 3D software, let alone Unity, so you would have to rig and animate it anyways.
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catcherrye2 |
Thursday, September 11, 2014Shenku wrote : Honestly, it's not very efficient to import the MD3 files just to re-export them as FBX files simply because the MD3 files have no bone information saved, only vertice positions(which Unity doesn't use, I don't believe...), so even if the addon is animated and the SVN .max files are not, none of the animations the addon has would carry over back into any 3D software, let alone Unity, so you would have to rig and animate it anyways.
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Eagle The Purpose |
Friday, September 12, 2014By source files you mean the code ? All is on the svn. But I don't think unity can read c :\
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catcherrye2 |
Sunday, November 23, 2014Wh1t34Gl3(SAS) wrote : By source files you mean the code ? All is on the svn. But I don't think unity can read c :\
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Eagle The Purpose |
Monday, November 24, 2014I think it is possible to convert .md3 to .max with the 3dsm 2010 md3Import/export.
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