ousttrue
ousttrue
Thank you for your report ## at Assets/UniGLTF/Runtime/MeshUtility/MeshAttachInfo.cs:23 ```cs Mesh.bindposes = Bones.Select(x => x.worldToLocalMatrix * dst.transform.localToWorldMatrix).ToArray(); ``` Has the gameobject used for skinning been deleted? ### workaround Please try disable...
These errors are known. Please see https://vrm.dev/univrm/error/cs1061/ and https://vrm.dev/univrm/error/could_not_include/
A method that is highly compatible with unity is Using UnityEngine.Animator with UnityEngine.Avatar in humanoid mode. Animator to animator retargeting is built into unity. https://github.com/vrm-c/UniVRM/blob/master/Assets/UniGLTF/Runtime/UniHumanoid/HumanPoseTransfer.cs And vrm-1.0 has new method....
This issue is expected to be exportable in `v0.124.1`.
GameObject を Export から除外する基準を確認する。 - activeSelf じゃなくて activeInHierarchy にするべき?
`BoneNormalizer.Execute` is the function you need. [Assets\UniGLTF\Runtime\MeshUtility\BoneNormalizer.cs](https://github.com/vrm-c/UniVRM/blob/master/Assets/UniGLTF/Runtime/MeshUtility/BoneNormalizer.cs#L492)
The feature is in MeshUtility in v0.116. It is planned to be integrated into exporter from v0.117 onwards.
- [ ] #1954 - [ ] #1955 - [ ] #1956 - [ ] #2080 - [ ] #2143
`disabled` じゃなくて `removed` かもしれない。無駄かもしれない。