Oculus Home custom imports with animation
I've created a character using Blender and exported it using the default glTF 2.0 export settings. When imported into my Oculus Home, it looks great. However, if I add any kind of animation, it seems like vertices with more than 1 or 2 bone influences severely distort the skin of the model, almost as if each bone were pulling the vertices in different directions based on the strength of it's influence. It also appears to get worst higher up the model's Y(Z)-axis. Does anyone know how to fix this deformity?1KViews0likes1CommentOptimizing Unity Showroom or .fbx 3D Models
I'm trying to build a showroom for my .fbx 3D models with Unity. My problem is that my files are way too big. I have almost no problem putting 18x 10MB 3D Files into my VR-Room but with 2x 50MB Files it gets shaky and laggy. Furthermore I have models which are 250MB big. I already changed the Quality and Texture Compression (ASTC) in Unity. The models are built with "Autodesk Inventor" and rendered with "Keyshot". My questions: - Are there more settings in Unity which could help me optimizing my Application? (I'm no Unity expert so I dont know the settings in detail) - Are there better options to build my 3D Models? - Which size/polygon count would be optimal for many 3D models in one room? - Would it be possible to stream the app from my PC to the oculus quest? - Any other tips? Thank you very much in advance!513Views0likes0Comments