![]() When exporting blendshape animation to FBX from Maya, we just need the curve information and none of the vertex delta information. Now, there are a few reasons why you might want the ability to load FBX files maybe you want to load 3D model files dynamically or you are working on a native HoloLens app and just want a way to get 3D data in to render, animate, etc. Bleeding-edge binaries for Windows may be found here. ![]() ![]() Blendshape channel names are now exported as the associated glTF accessor's name. Includes the zebra/donkey tail type, and long/ponytail hairstyle. As of FBX SDK version 2012, the static libraries are built with _SECURE_SCL=1, which is the default value for Visual Studio 2010 and later. The issue here is the blend shape normal warnings, which should be gone with the fix.
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