Known Issues:
- The script uses your avatar object name as a filename for saved mesh/material data. This can cause an error if your avatar game object has a long name or a name with special characters.
- Workaround: For now, rename your object to a short simple name if you experience asset saving errors.
- Status: Fix available in future release
- The script does not like when you have skinned mesh renderers in the armature that are not part of the main avatars skinned mesh.
- Workaround: Use a tool like d4rks avatar optimizer to merge these meshes before using the afterimage script. Alternatively: Properly attach these skinned meshes in blender.
- Status: Evaluating feasibility of merging or skipping these meshes.
- Vertex color baking for FPS discard sometimes cannot handle avatars that do not use correct mesh scaling (all scaling's applied, exported from blender with “FBX All” or similar).
- Workaround: Unknown. Alternatively: Put the mesh in blender, and apply scalings. Then export the mesh as an FBX with Apply Scalings set to FBX all.
- Status: Evaluating feasibility, may require rethinking the method of applying vertex colors.
- Sometimes the outline is too wide by default. This can be fixed by setting Inside edge displacement and Outline Thickness to 0, and then increasing or decreasing them as desired.