09-16-2017, 12:41 PM
(09-14-2017, 11:55 PM)gdkchan Wrote:I tried to re-import Garchomp and Aggron after downloading the latest version of Spica. Aggron is now working perfectly! Unfortunately, Garchomp wasn't that lucky, as it's still as broken as before.(09-14-2017, 05:08 AM)KPlaceholder Wrote: Hi all,
I want to use the Pokémon models in Unity. However I had some issues with them and I believe figuring out how to solve them is simply out of my reach. I signed up on this forum with the sole purpose of asking for help with this.
Besides these issues, I'd also like to share the way I process the models in order to use them in Unity to receive recomendations on how I can optimize it, because I feel it's highly inefficient. My fan-project is going to need a huge lot of Pokemon models and this process is just too slow to do with every single Pokemon.
This is how I proceed:
Now I wish the only problem with that procedure was that it takes time to work; but the problem is, it straight-up doesn't work. So far I have done this with three Pokemon: Haxorus, Garchomp and Aggron. I only got Haxorus working. I'll detail the issues in a spoiler:
Note that Haxorus, Garchomp and Aggron were merely samples, my point is not that I want to fix specifically the issues with their models but rather I'd like to be able to prevent (or at least predict) these issues altoghether. What I'd like to achieve is to rest assured that any Pokemon I want to use will work properly in Unity and, if possible, Blender. A collection of already processed, ready to use .blend/.fbx files of all 802 (804?) Pokemon would be inmensely appreciated. But as I haven't found that, I need to get this working.
Also consider that I haven't read all the 130+ pages in this thread, I have only read a few of these pages which popped up when I was googling for a solution to these problems. If any of this has been addressed previously, feel free to point me in the right direction. Thanks in advance.
I actually noticed that the exporter was producing some NaN values for zero length rotations and fixed that. Can you try again with the lastest version of the tool?
I suspect that's actually a problem with Blender, otherwise I don't think Unity would be able to get the bones working either. Would anybody with Blender please try to save a Garchomp model in .blend format and see if its animations are working correctly to see if it's just me?