Export Character & Animations from Blender to Unity.

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  • Опубликовано: 5 окт 2024

Комментарии • 49

  • @thatguywiththecrazyhand4838
    @thatguywiththecrazyhand4838 Год назад +6

    Thank you so much, this tutorial is great. It's easy to follow and has a lot of details on some important things.

  • @hardbargainstudios6611
    @hardbargainstudios6611 Год назад +2

    As a newbie gamedev/blender modeler, this tutorial helped a lot with what I'm trying to figure out. Thanks for making this, easily one of the most detailed and well-made tutorials I've been able to find.

  • @pyakpepyak
    @pyakpepyak Год назад +11

    Actually your instruction may not be correct.
    You don't need to do transform in Blender directly to match Unity, just select "-Z" as forward and Y up in the exporter menu and the expoted will apply it for you. Also if you set Apply Transform checkbox, it will create asset with correct orientation without the carry over of the rotation info (that makes object coordinates rotates in unity, while we really want coordinates to match the Unity ones)

  • @strrb8578
    @strrb8578 Год назад +7

    Hi
    I wish to give some feedback, as the steps described in this video seem quite wrong (this is no hate, I'm actually thankful it exists because up until recently I was struggling with blender to unity, and this helped).
    First I think you are misinformed about Unity's axis. It isn't the mirror of blender. Unity is Y up, Z forward. Blender is Z up, -Y forward. So I'm confused with the part at 1:13.
    But most importantly, you DO NOT NEED TO ROTATE YOUR MESH FOR EXPORT !! I want to stress this, because it's way too tedious and terrible to do ! (even if it does work, as your video shows). I just managed to export my rigged & animated from blender to unity without having to rotate anything.
    Here is the setup :
    - in blender, make sure your model / armature are facing the -Y axis. Also make sure they are scaled properly. Apply all transforms.
    - In the export window, the parameters you want are : Scale 1.00, apply scaling : all local, -Y forward, Y up, and then check "apply unit", "use space transform" & "apply transform". Export that to fbx in your unity project.
    - Lastly, when checking your model in unity, you'll still get either a weird direction, or scale. So check the import settings of your model, and in "model", have your scale factor to 1, untick "convert units", and tick "bake axis conversion". Check if it's all good with your model in your scene. Make sure to scale it all at 1, and rotation 0 on every axis (both your model and armature !!)
    The model should have the proper scale, and face the Z axis (blue arrow).
    If anyone sees this and is struggling, please try my setup, it's so much better than having to rotate your freacking mesh everytime you export (been there). Cheers !
    (I'm on blender 3.4 and unity 2021.3, for reference)

    • @mjdevlog
      @mjdevlog 3 месяца назад

      tysm! really helpful! this should be seen more
      btw did you mean -Z forward?

  • @LucasHorgan-go5ln
    @LucasHorgan-go5ln Год назад +3

    Thanks a lot, this tutorial is extremely straight forward and easy to understand. Really helped me a lot, thank you !!

  • @SzechSauce
    @SzechSauce 27 дней назад

    excellent and simple explanation, worked for me thanks!

  • @petitcoke
    @petitcoke 2 месяца назад

    Thanks bro, most videos don't show that last part

  • @GreenK243
    @GreenK243 Год назад +2

    This helped me, was really easy to setup following this tutorial

    • @CGFORCE
      @CGFORCE  Год назад +1

      Glad it helped, thanks for watching!!

  • @Dostofei44
    @Dostofei44 Месяц назад

    Character rotation seems to apply not only to unity, but Blitz3D too

  • @rachapongwatana3868
    @rachapongwatana3868 Год назад +1

    Thank you so much for sharing the tricks to export character from Blender to use it on Unity, Really Amazing with good explain.
    Good job :)

  • @rrafliadytm
    @rrafliadytm 10 дней назад

    thank you my brother

  • @larissamders
    @larissamders 11 месяцев назад

    This video saved my project! Thank you very much!

  • @cristofermonteslozada6647
    @cristofermonteslozada6647 3 месяца назад

    You are the best man, thank you so much.

  • @КристинаГергишан
    @КристинаГергишан 9 месяцев назад

    Thank you sooooo much!!! Very good and easy

  • @vladilenamilize8078
    @vladilenamilize8078 Год назад

    Thank you for simple great explanation.

  • @anonymousronin3731
    @anonymousronin3731 Год назад

    Yes, this is exactly what I needed!!! Thank you!

  • @TheSims4Guy
    @TheSims4Guy 2 года назад +1

    how no comments, 2k subs, AND 17 LIKES??? im gonna sub and like thank you so much

  • @steventomek4236
    @steventomek4236 Год назад +1

    hi there, so i've got a problem, i made an animation using the blender wave modifier, but now when i export it to fbx my animation is cleared (nothing is happening) like wave modifier isn't even there, what am I doing wrong?

  • @freshedpotato
    @freshedpotato Год назад +2

    My animation isn't showing up in unity and I'm not sure why.
    edit: nvm got it, had to use the animation tab.

    • @anna-kn2bh
      @anna-kn2bh 4 месяца назад

      hey can you tell me how did you do it ı have the same problem

  • @BoomSki-pn9lb
    @BoomSki-pn9lb 4 месяца назад

    I need help, i have multiple animations but i want to make it 1 animation so when i export to unity i dont have 2 million different animations.

  • @alexocaber
    @alexocaber Год назад

    THANK YOU THIS WAS GREAT!

  • @flym0
    @flym0 12 дней назад

    @06:30 I am unable to make a duplicate at this point. How do you do it?

  • @monicasloane4546
    @monicasloane4546 11 месяцев назад

    Uh when I bring the fbx into unity there is no animation file... only the meshes and textures

  • @joaocarlosp.p.6550
    @joaocarlosp.p.6550 Год назад

    How to export and import only animations? And just clothes to add to the player? Please help I don't know how to do it.

  • @Ytsssss364
    @Ytsssss364 Год назад

    Amazing

  • @shubhrashubhadas9721
    @shubhrashubhadas9721 10 месяцев назад

    Hey need help with something. I am unable to add a particular animation when it is loaded into it. I can preview it. But cannot use it, it's giving me some kind of error

  • @cake8242
    @cake8242 Год назад

    How u got the colors on your Model? When i Export my Model from Blender to Unity Its always completly white and i have to coloring it on unity.

  • @georgeentertainment7185
    @georgeentertainment7185 Год назад +1

    There should be a standard regarding the axes (axiis) !! Come on!! Poor Descartes!!! He must be turning in his grave!!! (In fact him and the rest of guys who, little by little, developed the current coordinate systems we use today).

  • @antonio8693
    @antonio8693 Год назад

    I tried to upload the file, but the fbx file I uploaded was empty, any solution ?

  • @shrimpthemighty4628
    @shrimpthemighty4628 Год назад

    When I do this, my model loses it's texture, the model in the animations gets stretched out, and there is no avatar for the animation component. Does anyone know why this is happening or how to fix it? I've been pulling my hair out for 3 hours.

  • @lokosstratos7192
    @lokosstratos7192 2 года назад

    Thank you

  • @Ferenc-Racz
    @Ferenc-Racz Год назад

    Hi! I just thinking about blender and unity animations. So when you create a character you ca do the animations in blender and unity as well, although in unity you can program it and can add particle effects also to your game objects. My question is: What is the advantage and disadvantage regarding using blender or unity programmed animations? Which is the best / recommended? Thank you for the answer in advance.

    • @CGFORCE
      @CGFORCE  Год назад +1

      blender is a 3d creation software also known as DCC(digital content creation) software, you can only create renders either still or animations for cinematic scenes, while Unity is a game engine, you can create an entire game with it with code, but you can also create animations with it,but a game engine simply can not create 3d models, which blender actually does. So create models in blender and export them to unity to create game or animations.

    • @Ferenc-Racz
      @Ferenc-Racz Год назад

      @@CGFORCE Thank you very much for the answer. Have a nice day! :)

  • @virtualgodwin9088
    @virtualgodwin9088 Год назад +1

    at 6:32 how did you duplicate the "walk" action?

  • @ahmetomercicek5848
    @ahmetomercicek5848 Год назад

    hello, how can I use both blender own animation and mixamo animations. what settings should i do , can you please help , thank you .

  • @marztecheque
    @marztecheque Год назад

    right before going to Unity, when you orient to match Unity axes, you put the character facedown in the Z - but isn't positive Z the other way? you say in the export setting positve Z - so does that over-ride the fact you put the character face down?? this is confusing someone please explain -

    • @marztecheque
      @marztecheque Год назад

      ok I watched the earlier part - and you basically say the blender vs unity axis is like a "mirror" like inverse so I get it now - you have to face your character the OPPOSITE way on the z -- ok ok

    • @pyakpepyak
      @pyakpepyak Год назад

      The instruction is confusing.
      You don't need to do transform in Blender directly to match Unity, just select "-Z" as forward and Y up in the exporter menu and the exporter will apply it for you. Also if you set Apply Transform checkbox, it will create asset with correct orientation without the carry over of the rotation info (that makes object coordinates rotates in unity, while we really want coordinates to match the Unity ones)

    • @studioshitaketakashita7093
      @studioshitaketakashita7093 Год назад

      @@pyakpepyak I am seeing a lot of newer videos in latest versions of Blender where the previously buggy "Apply Transforms" in the FBX Exporter don't seem to be as problematic anymore - plus if someone is not selecting just the mesh and/or armature, etc, more "world data" might get inadvertently included. Vids that include "whole data set" eg mesh plus everything else, even though above selected "Selected objects" only, tend to Apply Transforms further down - otherwise, I see here this approach still being done: Apply All (Transforms) in the Viewscape, as shown, then Mesh only in FBX exporter next step - no other options except "Apply modifiers" What I know for sure is even if you un-select/de-select Apply transforms and the other option that's checked on by default, when you pick a world orientation say +Y forward, +Z up Mixamo will interpret that data still, and have it 180 from -Y, +Z up -- like you'd think unchecking "Apply Transforms" would DISABLE or MUTE the manual typing of whatever you choose in FBX exporter for axes - aha but it doesn't - Blender can still be so flaky/inconsistent until a feature gets revamped, tweaked etc - you eventually get what you need

  • @leosundstrom6037
    @leosundstrom6037 11 месяцев назад

    DÅLIGT GJORT

  • @herobrineslayer1585
    @herobrineslayer1585 11 месяцев назад +4

    I hate unity it's interface is so confusing I have no idea how to do anything in it

  • @aryaapm86
    @aryaapm86 Год назад

    sag afghan