- fixed bug when attempting to preview unsupported fonts

- added failsafe for ReadStringToNull
- added status messages for loading and previewing assets
This commit is contained in:
RaduMCosma
2015-11-03 14:59:26 +02:00
parent a9c8a4ab79
commit cdfcba78a9
5 changed files with 58 additions and 35 deletions

View File

@@ -81,11 +81,11 @@ So Unity adds a -90 degree rotation, similar to the FBX PreRotation, to bring th
Except it does it as a regular rotation, and combines it with any other rotations in the Transform asset.
Converting from Unity back to FBX, the same vertex conversion cannot be applied because we have to take into account the rotation.
Option 0: convert vertices and transformations as -X,Y,Z and set FBX option to Y-up without PreRotation!
Option 0: export vertices and transformations as -X,Y,Z and set FBX option to Y-up without PreRotation!
the result will be Max Z = FBX Y, Max -Y = FBX Z, Max X = FBX X => final order -X -Z Y
Option 1: convert vertices and transformations as -X,-Z,Y and set FBX options as "Z-up".
Option 1: export vertices and transformations as -X,-Z,Y and set FBX options as "Z-up".
The -90 rotation exported from Unity will bring the model in correct orientation.
Option 2: convert vertices and transformations as -X,-Y,-Z, add -90 PreRotation to every Mesh Node and set FBX options as "Y-up".
Option 2: export vertices and transformations as -X,-Y,-Z, add -90 PreRotation to every Mesh Node and set FBX options as "Y-up".
The -90 rotation from Unity plus the -90 PreRotation will bring the model in correct orientation.
Remember though that the PreRotation is baked into the Geometry.