Hi,
I've just been testing out proxies to use with animated meshes, and I've run into a problem.
Basically I have a character which has a skinned main mesh and some rigid linked body parts, with different materials.
I want to export the entire character as a proxy so I can randomly offset the animation to create crowds.
However, when I do this (as a single mesh) it looks like it's only taking one material and assigning it to the whole mesh.
If I export it as separate proxies, it's fine - but that it makes it more awkward to randomly offset the characters, as various body parts are now separate proxies.
From a quick test, it looks like I could create a multi-sub-object material before export, but I have quite a few characters with different costumes, and I wondered if it was a known/bug limitation, or if there was something I was missing.
Basically it seems like the export process isn't doing the condensing materials that is allowed when objects are attached normally?
Thanks,
Steve
I've just been testing out proxies to use with animated meshes, and I've run into a problem.
Basically I have a character which has a skinned main mesh and some rigid linked body parts, with different materials.
I want to export the entire character as a proxy so I can randomly offset the animation to create crowds.
However, when I do this (as a single mesh) it looks like it's only taking one material and assigning it to the whole mesh.
If I export it as separate proxies, it's fine - but that it makes it more awkward to randomly offset the characters, as various body parts are now separate proxies.
From a quick test, it looks like I could create a multi-sub-object material before export, but I have quite a few characters with different costumes, and I wondered if it was a known/bug limitation, or if there was something I was missing.
Basically it seems like the export process isn't doing the condensing materials that is allowed when objects are attached normally?
Thanks,
Steve
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