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UV Map Limitation Issue

Open KanaFuyuko opened this issue 3 years ago • 1 comments

Environments (please complete the following information):

  • UniVRM version: 0.95.1
  • Unity version: Unity-2019.4.31
  • OS: Windows 10

Describe the bug

When a model gets exported with more than two UV maps from Blender to Unity under the FBX format to be converted to the VRM format, the extra UVs inside of the model (For example, a model with 10 UV maps) would end up disappearing with both UniGLTF and UniVRM export and only two UV maps will be fine. (To put it simply, UniVRM seems to only limit up to two UV maps when it should allow more UV maps like up to 10 count)

Procedure: -In Blender, have a model that includes at least about 5-10 UV maps -Export that model into the FBX format -Import the FBX file to Unity 2019.4.31 -Set up FBX and export to VRM format -Import VRM file back to Unity -When VRM file gets imported back to Unity, you will notice some UV map data missing and only two of them will stay as if the limitation for UniVRM is two UV maps only

KanaFuyuko avatar Jun 17 '22 02:06 KanaFuyuko

Thank you for reporting. Unity's Standard and glTF materials are not compatible with multiple UV behaviors. It is possible to implement import / export of multiple UVs. However, material import / export does not use the correct UVs.

ousttrue avatar Jun 23 '22 07:06 ousttrue

This issue has been labeled as "stale" due to no response by the reporter within 1 month (and 7 days after last commented by someone). And it will be closed automatically 14 days later if not responded.

github-actions[bot] avatar Oct 17 '23 05:10 github-actions[bot]

This issue has been closed due to no response within 14 days after labeled as "stale", 7 days after last reopened, and 7 days after last commented.

github-actions[bot] avatar Nov 01 '23 05:11 github-actions[bot]

UniVRM 0.110.0 Unity 2019.4.31f

Multiple UV maps are actually preserved after normalization and export of VRM avatar. Placing any advanced shader on re-imported VRM avatar allows access and usage of secondary UV maps inside Unity. The problem is the lack of support for selecting this UV map inside MToon shader. This could allow us to use detail and emission maps, making toggles by UV swap with alpha clip transparency (but only if it was able to access this MToon properties by vrm blendshape material clip).

Teiksomaksou avatar Feb 02 '24 20:02 Teiksomaksou