Timeline for Animation conversion failed: transform for bone not found?
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
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| Dec 19, 2021 at 12:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Jul 19, 2016 at 11:34 | history | tweeted | twitter.com/StackGameDev/status/755365288254836736 | ||
| Jul 19, 2016 at 9:35 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Jun 9, 2016 at 12:28 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Nov 2, 2015 at 17:47 | answer | added | Sturlen | timeline score: 1 | |
| Nov 2, 2015 at 16:41 | comment | added | CosmoM | Right, but what I mean is that the animation shouldn't care about what bones are called when you import it, correct? Or does importing an animation using my model's avatar only work if my avatar's bones are named exactly as the animation is expecting? | |
| Nov 2, 2015 at 16:26 | comment | added | Sturlen | Names of the bones actually do matter a lot, as a computer can't understand that "UpperLeftLeg" equals "Upper_Left_Leg". | |
| Nov 2, 2015 at 15:09 | review | First posts | |||
| Nov 2, 2015 at 15:15 | |||||
| Nov 2, 2015 at 15:07 | history | asked | CosmoM | CC BY-SA 3.0 |