![]() ![]() *.chr need to become an Avatar and *.ani need to be converted into Unity's Animation Clip. Structure of them however is already written, it's lacking the way of creating suitable for Unity assets. Unfortunately it has only Postprocessing for o3d and not ani and chr which hold the bone system and animation. There is project online that have this kind of setup and just few days ago i've decided to use it. Textures are not a big deal for Unity as it already reads DDS files to begin with. When you load the template prefab you can make asset copy of it then clean it out again for next model to be imported. Then with the help of this magical script for example o3d files become mesh files which you can load into 3d object prefab template with Mesh Filter, Skinned Mesh Renderer, Animator, Avatar and any other Component you may need. So to be able to load any of them you need to know the way the information is stored in them so you can translate it so Unity can understand it the same as Flyff does. The problem here is that all these files are in Binary format, you can view strings in it as plain text only if you reverse engineer them. Basically this is a script which watch out for any model import into editor *.o3d, *.ani or *.chr. ![]() There is a way and it's called AssetPostprocessor, not to be confused with Post Processing effects in Unity. You are not exactly right in the case that there is no way to convert *ani files or any other proprietary Flyff format.
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