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avatar exporter 0.3.4/0.3.5 changes to master
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m_Offset: {x: 0, y: 0}
|
||||||
|
- _ParallaxMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Floats:
|
||||||
|
- _BumpScale: 1
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _DstBlend: 0
|
||||||
|
- _GlossMapScale: 1
|
||||||
|
- _Glossiness: 0.5
|
||||||
|
- _GlossyReflections: 1
|
||||||
|
- _Metallic: 0
|
||||||
|
- _Mode: 0
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _Parallax: 0.02
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SrcBlend: 1
|
||||||
|
- _UVSec: 0
|
||||||
|
- _ZWrite: 1
|
||||||
|
m_Colors:
|
||||||
|
- _Color: {r: 0.9056604, g: 0.19223925, b: 0.19223925, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
|
@ -1,6 +1,6 @@
|
||||||
High Fidelity, Inc.
|
High Fidelity, Inc.
|
||||||
Avatar Exporter
|
Avatar Exporter
|
||||||
Version 0.3.3
|
Version 0.3.5
|
||||||
|
|
||||||
Note: It is recommended to use Unity versions between 2017.4.17f1 and 2018.2.12f1 for this Avatar Exporter.
|
Note: It is recommended to use Unity versions between 2017.4.17f1 and 2018.2.12f1 for this Avatar Exporter.
|
||||||
|
|
||||||
|
@ -9,15 +9,16 @@ To create a new avatar project:
|
||||||
2. Select the .fbx avatar that you imported in step 1 in the Assets window, and in the Rig section of the Inspector window set the Animation Type to Humanoid and choose Apply.
|
2. Select the .fbx avatar that you imported in step 1 in the Assets window, and in the Rig section of the Inspector window set the Animation Type to Humanoid and choose Apply.
|
||||||
3. With the .fbx avatar still selected in the Assets window, choose High Fidelity menu > Export New Avatar.
|
3. With the .fbx avatar still selected in the Assets window, choose High Fidelity menu > Export New Avatar.
|
||||||
4. Select a name for your avatar project (this will be used to create a directory with that name), as well as the target location for your project folder.
|
4. Select a name for your avatar project (this will be used to create a directory with that name), as well as the target location for your project folder.
|
||||||
5. Once it is exported, your project directory will open in File Explorer.
|
5. If necessary, adjust the scale for your avatar so that it's height is within the recommended range.
|
||||||
|
6. Once it is exported, you will receive a successfully exported dialog with any warnings, and your project directory will open in File Explorer.
|
||||||
|
|
||||||
To update an existing avatar project:
|
To update an existing avatar project:
|
||||||
1. Select the existing .fbx avatar in the Assets window that you would like to re-export.
|
1. Select the existing .fbx avatar in the Assets window that you would like to re-export and choose High Fidelity menu > Update Existing Avatar
|
||||||
2. Choose High Fidelity menu > Update Existing Avatar and browse to the .fst file you would like to update.
|
2. Select the .fst project file that you wish to update.
|
||||||
3. If the .fbx file in your Unity Assets folder is newer than the existing .fbx file in your selected avatar project or vice-versa, you will be prompted if you wish to replace the older file with the newer file before performing the update.
|
3. If the .fbx file in your Unity Assets folder is newer than the existing .fbx file in your selected avatar project or vice-versa, you will be prompted if you wish to replace the older file with the newer file before performing the update.
|
||||||
4. Once it is updated, your project directory will open in File Explorer.
|
4. Once it is updated, you will receive a successfully exported dialog with any warnings, and your project directory will open in File Explorer.
|
||||||
|
|
||||||
* WARNING *
|
* WARNING *
|
||||||
If you are using any external textures as part of your .fbx model, be sure they are copied into the textures folder that is created in the project folder after exporting a new avatar.
|
If you are using any external textures as part of your .fbx model, be sure they are copied into the textures folder that is created in the project folder after exporting a new avatar.
|
||||||
|
|
||||||
For further details including troubleshooting tips, see the full documentation at https://docs.highfidelity.com/create-and-explore/avatars/create-avatars/unity-extension
|
For further details including troubleshooting tips, see the full documentation at https://docs.highfidelity.com/create-and-explore/avatars/create-avatars/unity-extension
|
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Reference in a new issue