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ReleaseNote v0.62.0(en)
PoChang007 edited this page Nov 20, 2020
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3 revisions
- commit: https://github.com/vrm-c/UniVRM/releases/tag/v0.62.0
- milestone: https://github.com/vrm-c/UniVRM/milestone/21?closed=1
Bug fix:
- fix NormalizeSkinnedMesh #605
Added BlendShape button: apply a selected BlendShapeClip and export it without using slider
- Feature/tpose button #601
- Enhanced T-Pose validations and made T-pose button easier to identify
- Fix/target names length #619
- retry random name #614
- Fixed mesh import errors if the mesh's name starts with "."
- fix cast error #613 (momoandbanana22)
- Fixed cast error for texture importer
- MeshImporter修正 #609
- Fixed a bug where the vertex buffers became several times bigger after mesh import
- set head to SkinnedMeshRenderer.probeAnchor #600
- 同名メッシュが100以上あるときにも対応 #586 (fantom1x)
- If multiple meshes have the same name, rename each one uniquely based on Globally Unique Identifier
- fix_animationImporter_blendShape #584
- Feature/multi uv serialization #582
- Support mesh.uv2 import
- スクリーンショットを作成するボタン #604
- Added screenshot button: you can make a thumbnail image for your model. The image is rendered by the Main Camera
- Export dialog のバリデーターを整理 #599
- Organized vrm export validators
- Add gltf export and fix morphTarget sparse #581
- From menu bar: click
VRM -> UniGLTF-1.28 -> Export(gltf)
. The VRM information will not be exported (meta, etc.)
- From menu bar: click
- add null check #620
- Validate the array of spring bone ColliderGroup if it is not null
- UnityのAnimationClipでVRMBlendShapeProxyを動かす例 #607
- Made an example of how to enable VRMBlendShapeProxy using Unity's Animation instead of Animator
- member field to public #598
- Set member fields in Blinker class to public