When exporting a mesh from Blender, aimed to be used in a game engine, it is usually a good idea to render all the different textures, on the mesh, onto one big texture. This process is called texture baking. Create a new UV Map. Name the new UV Map ‘UVBaked’…. Read more »
This is a simple shader which makes it possible to outline obstructed objects and draw them on top of the obstructions. I’ve used Unity’s Standard Shader and modified it to support two more properties: Outline Color and Outline Width. Note that the Standard Shader is taken from the 5.6.1 version…. Read more »
After installing my Icewind Dale 2 copy, I bought on GOG.com(Good old Games), it refused to run on Window 10. I tried different compatibility modes but it still refused to run. I was really disappointed. After some digging around I came across GemRB(Game engine made with pre-Rendered Background). This is… Read more »
A handy compilation of most used Blender shortcuts. Shortcut Descripton A Select all. B Border select. C Circle Select. P Separate. W Specials: Remove Doubles, Subdevide, etc. ALT+M Merge: Vertrices, Edges or Faces. CTRL+A Apply transformation, rotation and scale. CTRL+B Bevel. CTRL+E Edges: Mark Seam, Mark Sharp, etc. SHIFT+A Add… Read more »
Scaling If you want your exports from Blender to be the same size as objects in Unity then you need to export your FBX files as follows: Go to: File > Export > FBX. Set your FBX export settings as shown in the picture below. Make sure that option 2… Read more »
When I first started out using mocap(Motion Capture) files I used BVHacker to remove the root motions from mocaps. There is an easier way to achieve this with Unity Mecanim. On all animators, there is an option called: Apply Root Motion. Just uncheck it and you are all set.