How do I export the fbx mesh
Trying to export the animation clips with the mesh, however I only get bones and animation. If i use update existing file it fails seeing as there's no existing mesh in the folder. When I use unity to export the mesh into fbx it distorts the mesh. e.g. hands and feet. what's the solution?
Answer
Dear Saban,
thank you very much for your support request.
If i use update existing file it fails seeing as there's no existing mesh in the folder.
When exporting from within UMotion, the "Update existing file" export mode is the only method to have mesh and animation data within the same FBX file (UMotion has no FBX mesh exporting capabilities, it can only preserve the mesh that's already in the FBX file). Are you sure you've selected the correct FBX file as destination file?
Let me give you an example: Let's say you animate a character which source file is named "MyCharacter.fbx". With "Update Existing File"-mode you have to select "MyCharacter.fbx" as destination file (or a copy of that file).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Ok I understand your situation. I think the way to go would be to try to solve the problems you have with exporting your character to FBX (using Unity's FBX exporter). The related Unity forum thread would be a good place to start: https://forum.unity.com/threads/new-fbx-exporter-in-2017-2.499889/
Your best chance is to create a nice simple repo-project and upload it as bug report to Unity. Then post the bug case number on the forum thread linked above and kindly ask for help by the devs.
Hope this helps.
Best regards,
Peter
Customer support service by UserEcho
Dear Saban,
thank you very much for your support request.
When exporting from within UMotion, the "Update existing file" export mode is the only method to have mesh and animation data within the same FBX file (UMotion has no FBX mesh exporting capabilities, it can only preserve the mesh that's already in the FBX file). Are you sure you've selected the correct FBX file as destination file?
Let me give you an example: Let's say you animate a character which source file is named "MyCharacter.fbx". With "Update Existing File"-mode you have to select "MyCharacter.fbx" as destination file (or a copy of that file).
Please let me know in case you have any follow-up questions.
Best regards,
Peter