The fbx is fine and I simply put it into a XX for a fast inspection. But I cant see the pulled vertex!?
I'll append the script later to this post, but it will be similar to first replacement where I put body_mosaic_2.mqo in.
Code:
LoadPlugin(PluginDirectory+"UnityPlugin.dll")
parser = OpenUnity3d("cf_body_02.unity3d")
animator = OpenAnimator(parser, "p_cf_body_22")
editor = AnimatorEditor(animator)
fbx = ImportFbx(path="d:\HaremMate\abdata\chara\rathren-blender\cf_O_mnpb_00.fbx", negateQuaternionFlips=false);
fbxEditor = ImportedEditor(fbx)
meshFrame = editor.GetTransformId("cf_O_mnpb_00")
editor.ReplaceSkinnedMeshRenderer(fbxEditor.Meshes[0], meshFrame, -1, merge=False, normals="Replace", bones="Replace")
smr = editor.GetSkinnedMeshRendererId("cf_O_mnpb_00_mo")
editor.RemoveSkinnedMeshRenderer(smr)
WriteUnity3d(parser)
The most probable error was the Meshes[0]. You might have used Meshes[2] from the example. The index can be seen in the GUI of SB3UGS. Drag an fbx into SB3UGS and count the mesh you want to "drag" onto the target frame. The index of the first mesh is 0.
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