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RocketHead6509

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Everything posted by RocketHead6509

  1. Hi, SpannerMonkey Your first paragraph is what I have been doing. Ok, so if I open the asset with the little arrow, select the animation specifically, then go to the inspector and select debug, I see a legacy check box, but not a loop time check box. All of the fields are grayed and cannot be manipulated, but the legacy box is checked. I was able to get an animation to work. It was based on an armature. Is that the problem? This one is only blendshapes.
  2. ok, so blender, unity, textmeshpro, all that seems to be set up. I have successfully made parts/collider/textures/mu and all and they work. Watched videos, even found specific reference to the err I am getting when trying to load a part with an animation (finally), but still can't get the animation to load into KSP. The animation plays in Unity (5.4.0p4 personal). The part writes successfully, as far as Unity says, but KSP and Blender .mu import (by Bill Currie[Taniwah](great tool, by the way)) can't read it. Specific info on: Out of memory at (wrapper managed-to-native) object:__icall_wrapper_mono_array_new_specific (intptr,int) at PartReader.ReadAnimation (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 ... section gives solution: check animation clip for unwanted animation curves on properties like "Play Automatically"; Component's On/Off property. Generally any property that is not Transform; Emissive Color/Alpha; Light Color/Intensity/Range, should not have animation curve. I only have the one animation imported from Blender with the default name Scene, consisting of two blend shape threads. No texture, light, or collider transforms. It does have a KSP/emissive/specular material(without animation curve), including a texture(also without animation curve) that has worked on other parts, and a skin mesh renderer with the blend shapes (with animation curve). The animation is loaded as legacy and plays fine in Unity. I just can't seem to get it to transfer over to KSP. Thanks for your time. Note: 'got to love the angry face at the end of the <filename unknown>:0 line. :-)
  3. I'm having similar problems ->tried install on several versions of Unity 4.9, 5.0, 2017, and now back to 5.4.0p4(all personal editions). Loaded TextMesh (current version) says it is for u5.x,a few others, and 2017. Have part tools window in editor but can't spawn interiors correctly, I get the models, but a bunch of texture errors: Texture 'Squad/Props/buttonsGeneric/ButtonsAndSwitches' not found! UnityEngine.Debug:LogError(Object) KSPPartTools.PartReader:ReadTextures(BinaryReader, GameObject) KSPPartTools.PartReader:ReadChild(BinaryReader, Transform) KSPPartTools.PartReader:Read(UrlFile) KSPPartTools.GameDatabase:GetModel(String) KSPPartTools.PartUtils:CompileModel(UrlConfig, ConfigNode, Single) KSPPartTools.PartUtils:SpawnProp(Transform, UrlConfig, ConfigNode) KSPPartTools.PartUtils:SpawnProp(Transform, String) KSPPartTools.PartUtils:LoadSpace(InternalSpace, UrlConfig, ConfigNode) KSPPartTools.PartUtils:SpawnSpace(UrlConfig, ConfigNode) KSPPartTools.PartToolsWindow:DrawSpace(UrlConfig, ConfigNode) KSPPartTools.PartToolsWindow:DrawSpaces() KSPPartTools.PartToolsWindow:OnGUI() UnityEditor.DockArea:OnGUI() the textures are clearly there (is it because they are dds?) is this normal? I've been at this for a week now, and it has never taken this long to get an ide/development tool set up for use before. Previously, I have been able to develop parts and install them in the game, even with my own modules, but now, I am stuck on this (got here trying to learn to create iva's) and I am considerably frustrated. Thanks for your time.
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