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Character Creator Export to Unity LOD uses seperate root bones

Posted By info_852952 6 Years Ago
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Character Creator Export to Unity LOD uses seperate root bones

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info_852952
info_852952
Posted 6 Years Ago
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So when you export your character from Character Creator (CC) and create the LODS for the model and then import it into Unity each of the LOD's Have their own skinned mesh (which is correct) however they are set to their own bone structure.

This is a problem if you want to use animation controllers as you would have to add your code to all levels! 

With multiple skeletons, Unity would need multiple Animator Controllers running at the same time.

Typically, it's not the skeletons (roots) that are used in LODs. It's usually the skinned meshes that's tied to a single skeleton (root). However this is not the case here.

Can anyone help me out as to what i can do?
Rampa
Rampa
Posted 6 Years Ago
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It's on the way. Check this:
https://forum.reallusion.com/FindPost408439.aspxI
info_852952
info_852952
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Okay i see. However does anyone know if there is a work around? Since this basically means that you can't use the LOD feature :(
RichardMSmith76
RichardMSmith76
Posted 6 Years Ago
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I am also interested in a fix for this problem. The link you posted (Rampa) is broken. Can you share what it said on here please?
Peter (RL)
Peter (RL)
Posted 6 Years Ago
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RichardMSmith76 (4/28/2019)
I am also interested in a fix for this problem. The link you posted (Rampa) is broken. Can you share what it said on here please?


Please try this link:

https://forum.reallusion.com/FindPost408439.aspx


                                                                

Peter
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www.reallusion.com





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