Shout out to Dan, aka Rectro, for solving my issue. Turns out that if I would have just watched this YouTube video till the end, I wouldn't have had the issue in the first place...
You can use a high precision machining mix of|a mixture of} differently-sized textures to optimize for dimension. Check that the merchant has an appropriate device find a way to|to have the flexibility to} preview the model. Send the model in a format that can be be} inspected in 360 levels. There is only one|is simply one} material assigned to the model, except in any other case necessary. The model conforms to the polycount limits of various media formats the place the model could be used, similar to Facebook 3D posts, AR Quick Look, and VR.
So it turns out I was using Unity 2018. 2019 adds cinema4d file compatibility. This should give me the option to import regular c4d files directly into unity. Less conversions, less glitches. Let's go!
So I've finally figured out a proper way to add objects (in this case, VR goggles) to my unity 3d characters. It's much simpler than any of the tutorials I've found on the subject which didn't even work. Now I can control via bool script whether or not my character is wearing any object in the scene: if (animator.GetBool("OutfitSwitch") == true) GameObject.Find("vr_headset").transform.localScale = new Vector3(0.01f, 0.01f, 0.01f); I can control the scale of the clothing item and make it appear to disappear by using transform.localScale to change its size vector to (0,0,0) My next step is to add clothing items to an array and cycle through them
I have no idea why this never occured to me. But guess what. I can animate my character in cinema4d baby!!! This is gonna make the animation so so so much easier. I know it. Unity is incredibly annoying, probably because I'm so new to it, when it comes to animating my character. What's cool is that once I render the animation in c4d, I can import it along with my character into Unity and still have my outfit selection script play on command using Unity's built in timeline. Unity's playable director keeps track of the time, so I can trigger the outfit selector whenever I want using a trigger object like in the last post, or by using playableDirector.time. Yay!
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You can use a high precision machining mix of|a mixture of} differently-sized textures to optimize for dimension. Check that the merchant has an appropriate device find a way to|to have the flexibility to} preview the model. Send the model in a format that can be be} inspected in 360 levels. There is only one|is simply one} material assigned to the model, except in any other case necessary. The model conforms to the polycount limits of various media formats the place the model could be used, similar to Facebook 3D posts, AR Quick Look, and VR.
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