![]() ![]() Hanging/removing the | is trivial code-wise, but it might give issues:ġ. If you need or want the old behavior could be toggled back on as a preference or an option if we want to support possible situations where it is expecting that behavior. The FBX export should export an action name as it is, it shouldn't be adding prefixes or | characters to it. ![]() I have in my own test file, removed any action name change on import so I get in exactly the name of the animation from the FBX.but now I can't get it back out to the same name. ![]() So to answer part 2, knowing what "owns the action" by name is very blender spesfic and isn't an issue once it leaves blender, and even in Blender, having the extra name makes it very hard to deal with because the action editor can't display longer names. I can't answer part 1, except for myself, I never want the name changed/added to and have to work around/rename it all the time when dealing with it. CG FORCE 2.41K subscribers Subscribe 16K views 10 months ago In this tutorial, i will show you how to export your character and. Is it useful or not to keep a separation between data-block names in such 'composed' FBX data identifiers? Intro Export Character & Animations from Blender to Unity. Are some users/usages relying on current name scheme?Ģ. Hanging/removing the | is trivial code-wise, but it might give issues: 1.
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