LW importer for Unity

  • Status Closed
  • Percent Complete
    100%
  • Task Type
  • Category Backend / Core
  • Assigned To No-one
  • Operating System All
  • Severity Low
  • Priority Low
  • Reported Version 1.0
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: LW importer for Unity
Opened by Johny - 14.03.2020
Last edited by Johny - 16.03.2020

FS#302 - unsupported texture mapping

No idea where from this error, There is no UV maps, no bad polygons.

Closed by  Johny
16.03.2020 17:47
Reason for closing:  Not a bug
Anonymous Submitter commented on 15.03.2020 10:24

As designed.
This material has an Image Map applied to the colour channel which uses Planar mapping. There is no image assigned but this doesn't matter, the mapping is still unsupported and LWO Importer will still (correctly) show a warning.
Just remove it and the warning will go away.

Admin
Johny commented on 15.03.2020 12:48

Got it. So planar and Cubic can be applied so we just get information from importer?
This "problem" is attach to the biggest problem: automatic assign/create surfaces after importing to be EDITABLE. You told me that, this directly is impossible as external part of UNITY …but can be done in other way: like special procedures in LW Importer?
If you can do it that would be great feature.

Anonymous Submitter commented on 16.03.2020 16:21

Yes it won't break the importer if you have models with mapping other than UV-Mapping. But if you need correct texture mapping you must use UV Mapping.
Try the following workflow for editable materials:
- in the Project window create a new folder, call it materials (or something similar)
- Find your imported model, open it up in the project window (press the down arrow) and select all the materials.
- Press Command/Ctrl D to duplicate them.
- Drag the duplicated materials into the folder you just made.
- Go to the Inspector for your imported model and check 'Remap Matching Material Names'
- Hit Apply. All those duplicated materials are now being used in the imported model and they are editable.

Admin
Johny commented on 16.03.2020 17:46

Yes I do it in this way.

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