Reputation: 1005
So I'm using someone else's 3D model "YunaRig(1)" and am trying to make it compatible with a tool called "Face Cap for Unity" which apparently requires a Geo Face on your model for it to work.
The FaceCap example FBX ("FaceCapHead") has something called "GeoFace" which contains a Skinned Mesh Renderer which, I suppose, points to the other (black and white) 'GeoFace' as seen in the pic.
My YunaRig(1) FBX has a black and white 'Face_GEO' in it, but not a colored "Face_GEO" with a SkinnedMeshRenderer to point to the the black and white mesh 'Face_GEO'... if that makes sense.
I was hoping someone could tell me how to get a "Face_GEO" with a SkinnedMeshRenderer pointing to the black and white 'Face_GEO' inside.
I don't know how to work with 3D models, so I'm super lost! Thanks for any advice and hopefully my question even makes sense.
Upvotes: 0
Views: 498
Reputation: 560
The black and white "geoFace" is the mesh, it contains all the geometrical data needed to display the model (Vertex and their connections to each other) "FaceCapHead" has colors because the Skinned Mesh Renderer has Materials that describe what colors to show on which triangle.
If i understand correctly you need a Skinned Mesh Renderer on your YunaRig, You can just drag and drop YunaRig in the scene and add a new Component "Skinned Mesh Renderer" to the main object. After that you need to link the Attribute Mesh with "Body", Root Bone with "Hips" and under Materials add the desired Material (if you have colored Materials)
Upvotes: 1