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Normally, FBX animation data is embedded into the model. You might try reimporting the FBX and checking the preferences in the import window to include animation. It looks like the armature is parented to the model, so what you can do is download BVH retargeter and use that to retarget copy the animation data from the animation to the armature in your ...


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I have seen your question. The problem is with using normal maps. Normal Maps can have some errors. You should rather go with displacement maps, but I wouldn't recommend it because it eats up a lot of space. I would say you model each individual plank and then arrange them in your way and then join them. Or if you would like control over each individual ...


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Location does indeed just add to the vector-- using a mapping node that maps location is no different than using a vector math/add node. Scaling just multiplies the vector's components. Rotation of 2D coordinates moves your x,y to length * cos (thetaInitial+thetaMapping), length * sin (thetaInitial+thetaMapping). The only thing that's remotely complicated ...


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EDIT: The video posted by Aster17 includes a step correcting for object scale prior to export, along with many other steps, so refer to that for your exporting needs. I'm only accepting this answer rather than Aster17's because this answer explains what happened in this specific case in more detail. I tracked down the cause: in the very first edit I had made ...


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I have seen your question. This is a very common problem faced by everyone while they export their project from a 3d software to a game engine. There are quite a lot of settings for this and not just a button that says "Please don't ruin my mesh when I send it to a game engine" (Even though we all wished for it to exist). Luckily, I have just the ...


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Nvm I found the answer, it is pretty easy actually. You need to go to the "show overlays" tab (the 3'rd one) Then press the drop-down and enable "Face Orientation" After that, all of the faces should blue on the outside and red on the inside. To inverse them u need to select the wrong ones and go to "Mesh" then "Normals&...


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Make sure you place your .fbx file and the "texture" folder in the same level of the explorer (windows). Also, you need to make sure that path is targeted on your image node in the texture. Lastly use PRINCIPLED shader only. Any other networks nodes (ramp, musgrave, etc..) will not go into export. Also: Select your object, then File>Export>....


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Sorry, but this technique will not work. If you cut a walking human in half, you will get a human awkwardly jumping on a single leg. Yes, you can cut each leg in half, but then this technique is no longer simple: now you also have to cut each finger in half, and perhaps resign or do some detailed tweaking on cloth and other small elements. In the end, a ...


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You can. You could, for example, adopt the view of your camera, relative to the object, select all faces with a big box select, select invert, and delete. You'll probably need to copy normals from an original copy of your mesh for your new border verts. Note that this saves you vert count, which saves you performance on the vertex transform part of ...


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You can apply the modifier to make its effects part of the mesh data.


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