[Project CRAFT] ASSET CUA STUDIO: Open Source Release

Plugins + Scripts [Project CRAFT] ASSET CUA STUDIO: Open Source Release

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That's actually a pretty good idea.

I could add an overlay list in the 3D view so you can preview them one by one. If you want to bake one into the package, just select it.

What do you think?

Maybe, not sure what you mean exactly. I think check boxes beside the animations in the list would be best.

Also I realized yesterday I would like to be able to disable individual materials from being imported if that would be possible. Using this app is making me learn a few things about blender though, so I can just figure out how to do it in there otherwise. But it would be cool to have that in the app.

Another little thing I thought of: A "Select all" button/check box for the check box in the lists would also be nice. I batch imported like 30 things yesterday and I had to go check them all one by one.
 
Is it possible to import rigged assets so it has "physics" (for a lack of a better term)? To be more precise, I've successfully imported hair assets and they show up in VaM with no issue, however they are completely static. I'm not sure if I'm importing the assets "wrong" or if the app isn't capable of that in the first place and I'm missing some steps to drive the bones. I'm fairly new to this pipeline (and Blender in general) so I apologize for any potential dumb question/statement I give off. :D
 
Is it possible to import rigged assets so it has "physics" (for a lack of a better term)? To be more precise, I've successfully imported hair assets and they show up in VaM with no issue, however they are completely static. I'm not sure if I'm importing the assets "wrong" or if the app isn't capable of that in the first place and I'm missing some steps to drive the bones. I'm fairly new to this pipeline (and Blender in general) so I apologize for any potential dumb question/statement I give off. :D
To give CUA-based hair physics, you'd probably need a companion runtime DLL.
 
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