Vertex crease export is not an implemented feature, only edge creases.
I'm having difficulty applying the visual pose as the rest pose and clearing the constraints to properly check, but I suspect what could be happening here is that the constraints are causing some…
I have yet to check the file, but if the animation is not too long, try exporting with Bake Animation
> Simplify
set to 0.0
, this will typically greatly increase the exported file size…
Tagging @Mysteryem if there is any room for improvement here.
As far as I know, there isn't really any better way currently. There was some discussion over at https://devtalk.blender.org/t/glt…
To me it seems like bones behave strange when rotating around individual origins and selecting the whole bone. This can't be intended, can it?
I'm not sure how the source position of the…
In 4.0 (and for at least 9 years prior), normals were exported as per-corner and with the Direct
reference mode. The Direct
reference mode was against the FBX SDK documentation, but there were…
I've updated my findings because it seems that what Unity doesn't like is any normals being used by more than one vertex, which somewhat defeats the purpose of the IndexToDirect
reference mode.…
From my investigation, this seems to be a Unity bug specifically with per-vertex normals exported with the IndexToDirect
FBX reference mode, where Unity considers normals belonging to only a…
Looks like the code that temporarily disables the last subdivision surface modifier was mistakenly removed in blender/blender-addons@bc801d7b1d. I made a PR for the fix and I'll submit it for…