X,Y,Z coordinates shifting upon export
Hi,
I am freelancing on a project where I am creating garments in CLO and I am working with someone else who is importing my FBX garment files into Unity. For some reason even though I have draped the garment on the exact same avatar he has loaded into unity, the clothing is shifted so it isn't at 0,0,0, resulting in poke through of the avatar. We then have to try to manually adjust the clothing to sit correctly with no poke through.
I am puzzled because the avatar I am draping on in CLO is set at 0,0,0, and when I exported this avatar from Daz Studio it is set at 0,0,0 so what could be changing once the garments are imported into Unity? Even when we have found the exact value it seems to be shifting I can't enter it when importing into CLO because the coordinate has more than on decimal place (-0.08) and CLO doesn't recognize this as anything other than 0.
Does anyone have a fix for this?
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Hi Joneien. I haven't faced a similar situation but these are some things I'd try to diagnose the issue.
1. Export the FBX from CLO and open in another 3D software like Blender. See if the shift exists there.
2. If the shift is there, then try exporting in a different format (OBJ, DAE, etc.) and open in Blender.
3. If the shift is not there, then export the same garment from Blender and check for the shift in Unity.
4. If this is a symmetrical piece then see if there isn't any mirroring effect when importing.
Let us know what you find. Maybe someone else in the forum has gone through the same issue.
P
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