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Báo cáo lỗi dịch thuật
we can now use FBX's.. in a round about way..
what you need to do is add in another step before you get you model to the table. You'll need to use Unity5 as the middle man.
So import you FBX's and BVH's into Unity create a prefab of your model using these elements then export them back out as an Assetbundle which TTS can now work with. this way you get the full benifit of the FBX and BVH files without having to rework them as the more limiting OBJ's we've had up to now.
have a look through the Knowledge base for info on the new Assetbundles.
http://berserk-games.com/knowledgebase/assetbundles/
As to the colour issue be aware the tint will only be applied to the first material it comes across, should your model contain more than one. Which may be why you can't seem to get it to work..
One thing I'm still not yet clear on is the Cloud vs. Workshop. If we upload assets we create to the Workshop do we have to upload them to the cloud as well?
As long as your files have publicly accessable links when uploaded many hosting sites can be made to work with TTS . What you cant do is host your files localy on your own machine if your uploading your mod to the workshop.
Google Drive.
Dropbox
Pastebin and Imgur
as well as the supplied steam cloud
all have been used succesfully to host assets for workshop Mods.
Additional elements need to be hosted seperately via steam cloud or an alternative.
And I got the materials working so I can make the one I want take the colour. Keep the model to only 2 material zones with one named 000 and the other 001.