![]() ![]() And that's assuming I have the original blend file. Now, instead of just being able to directly open the blend file and making the fix, I must find the original blend file, make the changes, re-export as fbx, and then once again have to configure the entire fbx file import settings from the beginning. After importing and creating a prefab, I discover my model has duplicate geometry. ![]() When I imported the fbx, it takes me about 20 minutes to configure the settings for each animation (transform baking, events, etc). Having the blend file in the project ensures that you have the exact file you are looking for.Ģ) Ability to make adjustments to file without having to reimport the entire file and updating any dependencies - For example, say I have a prefab that uses a humanoid model I created in blender but had to import as an fbx. It might be hard or even impossible to tell which blend file the FBX was created from. And here's a couple reasons why:ġ) No Ambiguity - Having the blend file directly in the Unity project removes any ambiguity that might exist if there was a FBX file created from a blend file. This really needs to be restored to the original functionality. This is a very important issue and I can't believe Unity is burning their blender using user base in such a way. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |