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If you want to see code, check this out, the code is more or less the same.Just to clone this repo with git clone command.
Does anybody have any clues to why i cant change the verts at run time? I do some stuff at Start() and Update(), even tho i wont need to update anything if this works as intended (its a one time/loading change) Then, set ‘Animation Type’ to Humanoid and click ‘Apply’. Select the imported model and press the ‘Rig’ tab in the Inspector window. You can import the file by dragging it onto the Assets folder in the Project window. 6.unity update resource and show the fbx with textures. Import the FBX model that you want to translate into VRM to Unity. 5.copy fbx file and texture images into abolve folder together.
4.create a folder in unity and open that folder. 3.export fbx from blender into folder of texture images. So, I can only guess that the skinned mesh within my model is making things difficult? I have no idea why its not updating/changing. 2.manualy bind textures to fbx in blender. However, attach this same script to a cube or something, it it works as intended. I have made some code to modify a mesh in C# that works well when using it on a cube or some other primitive shape, but it does not work at all on the model (or its body parts) i imported.įor example, if i attach the script to the model's head, it will change the texture, angle, and material of the head, but the vertices of the mesh does NOT change.and thats the most important part. So, the issue is trying to modify a mesh of a specific body part. I have the animations all chopped up etc etc. The model is made a few meshes (head, arms, legs body) and bones for animation. So, i have an animated humanoid model that was from an fbx import.