Cheetah to Unity - holes in mesh & vertex weight
I seem to be running into common pitfalls as I come up to speed. Here's one that I thought I would comment on for the benefit of others.
I have a stiff doll figure that I am animating, that requires isolation of movements - little overlap of vertex weight between sections of mesh. The figure was fine importing into Unity until I added joints and worked with vertex weight. Afterward it had missing sections of mesh. What happened?
Turns out that if any parts of your mesh have no vertex weight, Unity will not display those parts. Even if the mesh looks complete in Unity, rendering will show transparent sections. I had to go back and make sure there was some vertex weight everywhere. Then it imported and displayed properly.
I seem to be running into common pitfalls as I come up to speed. Here's one that I thought I would comment on for the benefit of others.
I have a stiff doll figure that I am animating, that requires isolation of movements - little overlap of vertex weight between sections of mesh. The figure was fine importing into Unity until I added joints and worked with vertex weight. Afterward it had missing sections of mesh. What happened?
Turns out that if any parts of your mesh have no vertex weight, Unity will not display those parts. Even if the mesh looks complete in Unity, rendering will show transparent sections. I had to go back and make sure there was some vertex weight everywhere. Then it imported and displayed properly.