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animation system causes model corruption


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I've always had this problem, whether it's a simple rotating animation or an emissive shader requiring the animation system.

model writes, but it is much smaller in file size than it's supposed to be. textures don't get written at all. anyone have a clue what causes this?

File error:

at (wrapper managed-to-native) UnityEngine.Object:get_name ()

at PartToolsEditor+PartWriter.WriteAnimation (System.IO.BinaryWriter bw, UnityEngine.Transform t) [0x00047] in C:\Users\redacted\Documents\New Unity Project 2\Assets\Plugins\Editor\PartToolsEditor.cs:958

at PartToolsEditor+PartWriter.WriteChild (System.IO.BinaryWriter bw, UnityEngine.Transform t) [0x0002a] in C:\Users\redacted\Documents\New Unity Project 2\Assets\Plugins\Editor\PartToolsEditor.cs:236

at PartToolsEditor+PartWriter.WriteChild (System.IO.BinaryWriter bw, UnityEngine.Transform t) [0x00085] in C:\Users\redacted\Documents\New Unity Project 2\Assets\Plugins\Editor\PartToolsEditor.cs:246

at PartToolsEditor+PartWriter.Write (System.String modelName, System.String filePath, System.String filename, System.String fileExtension, UnityEngine.Transform target, Boolean copyTexturesToTargetDir, Boolean convertTextures, Boolean renameTextures, TextureFormat textureFormat) [0x00084] in C:\Users\redacted\Documents\New Unity Project 2\Assets\Plugins\Editor\PartToolsEditor.cs:131

UnityEngine.Debug:LogError(Object)

PartWriter:Write(String, String, String, String, Transform, Boolean, Boolean, Boolean, TextureFormat) (at Assets/Plugins/Editor/PartToolsEditor.cs:155)

PartToolsEditor:DrawWriterGUI() (at Assets/Plugins/Editor/PartToolsEditor.cs:85)

PartToolsEditor:OnInspectorGUI() (at Assets/Plugins/Editor/PartToolsEditor.cs:20)

UnityEditor.DockArea:OnGUI()

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Are you using KSP specific texture settings in unity? Trim it down to the basics, and export, change the texture to a basic KSP diffuse, export again... add the animation, export. eventually you'll get to the part that's causing the issue then we can help more.

Also is this an imported animation structure from 3ds or blender, or was this animation made in unity. I suggest if it's something simple just make a new animation in unity itself. If it's complex be aware that you can't alter the imported relationship between any of the animated components after the import, this will break it.

Edited by InfiniteDice
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