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