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  • 1. Solve the problem that the bound initial Pose is not the same as the first frame of the animation
  • 2. Optimize the number of model faces
  • 3. Precautions for using Maya and 3ds Max to make scene models
  • 4. The processing method of the model coordinate center point not at the origin of the modeling tool coordinate system

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  1. Manual
  2. Resources Specification
  3. 3D Model

Model normal issues

PreviousUse Unity to do animation segmentationNextNon-professional modeling tool recommendation

Last updated 4 years ago

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1. Solve the problem that the bound initial Pose is not the same as the first frame of the animation

(A) Regular Tpose, or Apose binding, Key animation; (B) After the animation is confirmed, bake it to the skeleton and output the FBX file; (C) Copy all models of the first frame of the animation; (D) In the first frame of the animation, skin the newly copied model; (E) Copy the model weights of the original Tpose skin to the new copy skin model; (F) Delete the model object of the original Tpose skin

Note: You must wait for the animation to be fully confirmed before executing; the skin weight must be copied.

2. Optimize the number of model faces

(A) The figure below is an indication of too many faces and normal faces (too many faces on the left and normal faces on the right)

(B) Face number control of role model

The structure of the model should be kept simple without affecting the animation. There are no extra faces in the eyes, hair, and clothing accessories of the character; internal structures that are not displayed, such as teeth, hair and clothing interspersed parts, should be deleted;

3. Precautions for using Maya and 3ds Max to make scene models

(A) Organize the scene, delete useless models, and do not allow hidden models or new layers to hide;

(B) Delete useless and repetitive materials;

(C) When using Reference, the integration file will Import Object from Reference to all Reference files;

(D) After making the model through Maya, delete the history Delete All by Type-History before making the texture, material, and animation;

(E) After the model is made through 3ds Max, collapse the model Collpse All before making the texture, material, and animation;

The following examples illustrate the performance of the model before and after the collapse:

  • Put both models in the game engine Unity, and the test conclusions still apply to the web rendering engine

  • In the scene, only the collapsed model is retained. We will find that Batches drops significantly. As a result, the smoothness of the final scene display will be higher.

4. The processing method of the model coordinate center point not at the origin of the modeling tool coordinate system

As shown in the figure below, the center point of the object is not at the origin of the modeling tool coordinate system, and the center point of the model is at the appropriate position of the model.

The specific handling method is as follows: 1. Select all objects, click and click to move

2. Reset all parameter values to zero

As shown in the figure below, the center point of the object is not at the origin of the modeling tool coordinate system, and the center point of the model is not in the proper position on the model.

The specific handling method is as follows: 1. Click on the level

2. Click "Axis", "Affect only axis"

3. Click "Center to Object"

4. Finally, the center point of the model is aligned to the origin of the coordinate system.

5. Some models cannot be seen after being imported into the editor • It may be because the model is a patch model and cannot be seen from the back. You can try rotating the model or rotating the canvas; • It may be that the center point of the model is very far from the model, you can try to zoom the model or zoom the scene.

6. When some models are imported into the editor, it always prompts "download failed"

Please check the network first, if the network is good, please contact us to submit feedback.

Left: too many faces; right: normal faces