hi
Thank you for the update of the great unity studio
In the future, do you have any plans to implement a function of extracting a link AssetBundles?
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Unity Studio
- Chipicao
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Re: Unity Studio
You're welcome!qxoda4 wrote:hi
Thank you for the update of the great unity studio
In the future, do you have any plans to implement a function of extracting a link AssetBundles?
What exactly do you mean by "extracting a link AssetBundles"? What link?
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
Re: Unity Studio
wanted to get the manifest list of files in the urls to download the additional files....But it will need to record a log from the proxy serverChipicao wrote:What exactly do you mean by "extracting a link AssetBundles"? What link?
Re: Unity Studio
I just want to confirm the contents in assetbundle. Thank you very much.Chipicao wrote: @sam319 OK, I'll add that.
But what exactly are you looking to achieve? To extract assets and load them back in Unity?
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Re: Unity Studio
Hi, can anyone help me with a problem I seem to be having?
Trying to export some models from Afro Samurai 2: Revenge of Kuma using Unity Studio and I've run into an issue. When I export to .fbx and import into Max, I end up with models like this.
Then when I export this to .fbx and import in Blender, I get this.
Was just wondering what I'm doing wrong? I think it may be a problem with the models, as some don't even export in t-pose and it seems impossible for them to export them like that. If it isn't an inherent problem with the models, is there anything I can do here? I think I've tried everything in the fbx import options in Max and in the export options for Unity Studio.
Here's some of the FBX files I exported from Unity Studio, if anyone is willing to take a look. Can also try to pull up the raw assets if anyone needs them. Thank you.
http://www.mediafire.com/download/5tcqu ... +Files.rar
Trying to export some models from Afro Samurai 2: Revenge of Kuma using Unity Studio and I've run into an issue. When I export to .fbx and import into Max, I end up with models like this.
Then when I export this to .fbx and import in Blender, I get this.
Was just wondering what I'm doing wrong? I think it may be a problem with the models, as some don't even export in t-pose and it seems impossible for them to export them like that. If it isn't an inherent problem with the models, is there anything I can do here? I think I've tried everything in the fbx import options in Max and in the export options for Unity Studio.
Here's some of the FBX files I exported from Unity Studio, if anyone is willing to take a look. Can also try to pull up the raw assets if anyone needs them. Thank you.
http://www.mediafire.com/download/5tcqu ... +Files.rar
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Re: Unity Studio
Open the fbx in noesis and re-export it to fbx, open it in 3ds max and export to whatever format you want.DXFan619 wrote:Hi, can anyone help me with a problem I seem to be having?
Trying to export some models from Afro Samurai 2: Revenge of Kuma using Unity Studio and I've run into an issue. When I export to .fbx and import into Max, I end up with models like this.
Then when I export this to .fbx and import in Blender, I get this.
Was just wondering what I'm doing wrong? I think it may be a problem with the models, as some don't even export in t-pose and it seems impossible for them to export them like that. If it isn't an inherent problem with the models, is there anything I can do here? I think I've tried everything in the fbx import options in Max and in the export options for Unity Studio.
Here's some of the FBX files I exported from Unity Studio, if anyone is willing to take a look. Can also try to pull up the raw assets if anyone needs them. Thank you.
http://www.mediafire.com/download/5tcqu ... +Files.rar
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Re: Unity Studio
Thanks for the help! After messing around with these instructions, I realized that the problem I was having didn't have anything to do with the .fbx format and Max/Blender. It was with Skin Deformers within Unity Studio. The models I initially exported had problems because of their deformers. I tried on some other models and got great results.Darko wrote:Open the fbx in noesis and re-export it to fbx, open it in 3ds max and export to whatever format you want.
^ After exporting that, it works fine in Blender and can be posed without a problem.
The problem now is that some models aren't A-posed, and they look something like this.
The only way to get them into A-Pose is to turn off skin deformers in the Unity Studio export options, but that leads to this.
No deformers = no bones.
Is there any way in Unity Studio or elsewhere to force A-Pose for these sorts of models so they can properly export with the correct pose and bones? Thanks again for the initial help. Noesis turned out to be a good tool in rooting out this problem, and I had no clue that it also exported in .psk. I'd been looking for a program that could do that.
- Chipicao
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Re: Unity Studio
Could you please make a quick list with models that have this problem so I can investigate? I don't need actual files, only their names and location in scene hierarchy.DXFan619 wrote:After messing around with these instructions, I realized that the problem I was having didn't have anything to do with the .fbx format and Max/Blender. It was with Skin Deformers within Unity Studio. The models I initially exported had problems because of their deformers. I tried on some other models and got great results.
I'll see if it's possible.DXFan619 wrote:Is there any way in Unity Studio or elsewhere to force A-Pose for these sorts of models so they can properly export with the correct pose and bones?
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
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Re: Unity Studio
Sure, of course.Chipicao wrote:Could you please make a quick list with models that have this problem so I can investigate? I don't need actual files, only their names and location in scene hierarchy.DXFan619 wrote:After messing around with these instructions, I realized that the problem I was having didn't have anything to do with the .fbx format and Max/Blender. It was with Skin Deformers within Unity Studio. The models I initially exported had problems because of their deformers. I tried on some other models and got great results.
I'll see if it's possible.DXFan619 wrote:Is there any way in Unity Studio or elsewhere to force A-Pose for these sorts of models so they can properly export with the correct pose and bones?
prop_polecat_dj (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> PROGRESSION -> GPA 0 -> DYNAMIC PROPS)
archangel (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> NPC)
prop_stripper_dance_polecat4 (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> PROGRESSION -> GPA 0 -> DYNAMIC PROPS -> Stage_animated)
Old_Bar_Tender relaxed (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> NPC)
female_assassin:polecat_03 (Located in file "level9" ; scene hierarchy is level9 -> SCENE ROOT -> GAMEPLAY -> VISUALS -> SCENE VISUALS HOST -> SCENE_VISUALS_ROOT -> Terrain -> Bar Scene -> Dynamic -> Characters -> pole_cat_sitting_ani)
I try and extract from any other level file, and the models load normally. It seems to be contained to this level in specific.
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Re: Unity Studio
Can you help me, i have an encrypted image and i can't replace its in the resources.assetsChipicao wrote:Could you please make a quick list with models that have this problem so I can investigate? I don't need actual files, only their names and location in scene hierarchy.DXFan619 wrote:After messing around with these instructions, I realized that the problem I was having didn't have anything to do with the .fbx format and Max/Blender. It was with Skin Deformers within Unity Studio. The models I initially exported had problems because of their deformers. I tried on some other models and got great results.
I'll see if it's possible.DXFan619 wrote:Is there any way in Unity Studio or elsewhere to force A-Pose for these sorts of models so they can properly export with the correct pose and bones?
https://drive.google.com/file/d/0B2fmFY ... sp=sharing
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Re: Unity Studio
Seems like Unity 5.3 has a new encryption scheme?
I only know about this in a naive sense, but does this mean that Unity Studio needs to be updated to extract a 5.3 build?
Is this only for WebGL builds or for all builds?
I only know about this in a naive sense, but does this mean that Unity Studio needs to be updated to extract a 5.3 build?
Is this only for WebGL builds or for all builds?
http://blogs.unity3d.com/2015/12/07/uni ... l-updates/Data files will now be LZ4 compressed in memory. In WebGL, you don’t have access to a real file system. For this reason, we will keep all your assets in memory all the time. In Unity 5.3, asset data in memory is compressed using LZ4, and will only be decompressed when assets are loaded. This means that your asset data will use less space in memory, and you will be less likely to run out of memory.
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Re: Unity Studio
Hello Chipicao!
I tried interesting feature of Unity Studio - Shader Export, but it might not be working properly...
I took CSR Classics for a test and tried bunch of shaders in different versions of Unity3D but none of them work.
Every shader(even simple ones) tell the same error: It basically won't compile
I will try something simplier to see if it works
[UPD]
Tried a bunch of games,even the newest CSR 2,none of the exported shaders works for some reason (Even in unity 5) But I think It's the issue inside the unity,I'm searching for the way to fix it.
[UPD 2]
I think I found a problem why they can't be used - they are already compiled/precompiled for specific platform,that's why they won't start...I guess
By the way,I wonder if Unity Studio can export actual C#/JavaScripts in the future? That would be really amazing stuff for learning!
I tried interesting feature of Unity Studio - Shader Export, but it might not be working properly...
I took CSR Classics for a test and tried bunch of shaders in different versions of Unity3D but none of them work.
Every shader(even simple ones) tell the same error: It basically won't compile
I will try something simplier to see if it works
[UPD]
Tried a bunch of games,even the newest CSR 2,none of the exported shaders works for some reason (Even in unity 5) But I think It's the issue inside the unity,I'm searching for the way to fix it.
[UPD 2]
I think I found a problem why they can't be used - they are already compiled/precompiled for specific platform,that's why they won't start...I guess
By the way,I wonder if Unity Studio can export actual C#/JavaScripts in the future? That would be really amazing stuff for learning!