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Skinned mesh texture offset


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Hi everyone ,

Working right know on the 2.3 version.
I have another problem when I export a skinned object from 3dsmax to Unigine 2.3.

So, when the object is skinned there is a weird offset on the texture that have been mirrored in the UVs.

Just added an example below of the same mesh exported twice in the format .mesh. With and wihtout the skin.

Thank you :) 

Uv.jpg

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The actual root cause of this issue is the engine compilation flag (USE_HALF_TEXCOORDS) that interprets texture coordinates in half (instead of float) precision. Normally it's hard to notice (not all the models are symmetrical).

Since you have UNIGINE sources you can recompile it and remove USE_HALF_TEXCOORDS preprocessor define. That will fix the seam issue, but it also may decrease the overall performance of the scene if there are many skinned objects rendered. So you also need to do some testing and see if this OK for your use case.

Thanks!

How to submit a good bug report
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FTP server for test scenes and user uploads:

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