Apply transform option often breaks animations. I noticed that the more "layers" of bones you have (like a child, of a child, of a child ...), the higher chances that something will be broken after export. Works great for objects with simple animations or objects without armature at all, though
one Texture/Material tip i learned recently is, in Blender under FIle> External Data, you can pack all your textures into your blend file. In Blender I also re-unpack the textures making them relative to the file, which is already created from the start, in my assets folder. then in unity on the import table for materials, hit the Extract button, and it generates materials for Unity, so I don't have to manually unpack, create preset, and re-assign the materials just to change one part of the material. prevents a previously tedious process of moving textures and stuff.
Jayanam, thank you. Now I understand what I was doing wrong. Unreal Engine as well as Unity doesn't understand Blender's key frames. You have to use the Action Editor. But my armature seems to import tiny into UE. After reading countless forums, and trying re-scaling's I was ready to give up, but then I read a post saying to rename the Armature to something else and it seems to work but sounds a bit sketchy. There should be an addon somewhere if I can find it.
@@jackgreenearth452 i think you make a new animation in the action editor and then make new keyframes using the auto keying feature and you key everything in the action editor. If you want existing keys to be in your animation, you should be able to copy the poses/keys with ctrl a and ctrl c + v
Hi Thank you for the simple tutorial. I was wondering at 3:20 you drag the materials into unity. Does the PNG file get created automatically after you export to FBX?
But what if i cant delete the keyframes because of a complex character animation? in your video you were recreating a simple motion but is there a way to keep the keyframes and still exp ort?
I love your tutorials! I'm trying to learn modeling for games. To practice, I made my very first speed modeling video. I modeled Pokémon Trainer Red in Blender and Substance Painter.
Hi! I just thinking about blender and unity animations. So when you create a character you can 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.
When i start the game the animated object starts at the origin, even if i had placed it somewhere else. How do i move the animated object to another location? (My animation in blender also starts at 0,0,0 and everything else is working properly)
Huh, I don't have the options for automatic key frame insertion. Nor do I have any of the play/rewind buttons. This is my first time going into the action editor so I don't why they aren't there. How do I get them to show? Edit It was a timeline panel I didn't have showing. I thought it would have been part of the action panel but I guess not.
Is there a way to import an animation that’s already done if you didn’t start in the action editor. I tried to import an animation I already did following your instruction but unity doesn’t even recognize an animation. Any pointers?
For anyone wondering I figured it out. You literally just have to make a new action and it works in unity. It’s weird but that’s literally all you gotta do
@@carinemoreira230 in blender open a new window, select dope sheet and then change dope sheet to action editor. Then create new action and it should work when you export it to unity as an fbx
Just... wow! Me like: "This video is only 5 min, and I will understand how to export modek with amination? Doubt it, but meh, lets give it a try" Then: "Wow, it reallt does..." Kind thanks, pal.
@@herobruun3985 My object keeos getting deformed, or the pieces don't move. I want to use a single armature to control several pieces independently with no deformation, like shown here, but I just can't seem to do it.
Are you German? I noticed all German youtubers have a soothing deep voice, plus it's the only accent that isn't annoying to hear. And the videos are always well made with zoom animations and without a single detail left unexplained to ensure zero viewer frustration and confusion. How did they lose the war?
Lol I was literally watching a 10hr+ video series elsewhere about how to get sn animation from Blender to Unity and this 5min video was all I needed.
I'm 40+ hrs just to undestand how export an simple animation... i start to believe that blender it's just a dissordered tool for autistic people only.
Apply transform option often breaks animations. I noticed that the more "layers" of bones you have (like a child, of a child, of a child ...), the higher chances that something will be broken after export. Works great for objects with simple animations or objects without armature at all, though
This video is so great! Straight to the point and easy to understand everything. Thank you so much!
one Texture/Material tip i learned recently is, in Blender under FIle> External Data, you can pack all your textures into your blend file. In Blender I also re-unpack the textures making them relative to the file, which is already created from the start, in my assets folder. then in unity on the import table for materials, hit the Extract button, and it generates materials for Unity, so I don't have to manually unpack, create preset, and re-assign the materials just to change one part of the material. prevents a previously tedious process of moving textures and stuff.
simple and efficient ..
Simple tutorials is what we need with simple models …
Congratulations on this video! I left my like to help !!
Thank you
Jayanam, thank you. Now I understand what I was doing wrong. Unreal Engine as well as Unity doesn't understand Blender's key frames. You have to use the Action Editor.
But my armature seems to import tiny into UE. After reading countless forums, and trying re-scaling's I was ready to give up, but then I read a post saying to rename the Armature to something else and it seems to work but sounds a bit sketchy. There should be an addon somewhere if I can find it.
How do you translate keyframes into the action editor?
@@jackgreenearth452 I don't think I did. I think I had to redo them all. I'll be visiting this again in a month or so. I'll post my findings here.
@@GaryParkin Oh, shame.
@@jackgreenearth452 Yup, real life got in the way. :)
@@jackgreenearth452 i think you make a new animation in the action editor and then make new keyframes using the auto keying feature and you key everything in the action editor. If you want existing keys to be in your animation, you should be able to copy the poses/keys with ctrl a and ctrl c + v
Hi Thank you for the simple tutorial. I was wondering at 3:20 you drag the materials into unity. Does the PNG file get created automatically after you export to FBX?
Nice tutorial.
Thanks, really great video showing how to do this simply.
Thank you, good tutorial
Thank you. It is simple and great. :)
But what if i cant delete the keyframes because of a complex character animation? in your video you were recreating a simple motion but is there a way to keep the keyframes and still exp
ort?
This is a great video! Thank you very much for posting this!!!
I love your tutorials! I'm trying to learn modeling for games. To practice, I made my very first speed modeling video. I modeled Pokémon Trainer Red in Blender and Substance Painter.
How do you import new animations to the existing rig in unity?
Hi there - you mention the previous tutorial, but I can't find it. Can you post the link to it please.
thx again
You're welcome
When I import my mesh into unity, I don't have that preview window in Animation tab. Also, what do you do if there's more that one animation?
the tab is probably there collapsed drag up from the two lines where the preview should be
My preview doesnt work and my material isnt at all visible, its just the default grey. Everything was exported like you did in fbx
Hi! I just thinking about blender and unity animations. So when you create a character you can 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.
How do you make the animation loop?
I can't see the pose mode, what's the problem?
Anyone know how to modify this so that the clap can be opened AND closed? Seems kind of half done at the moment.
When i start the game the animated object starts at the origin, even if i had placed it somewhere else. How do i move the animated object to another location? (My animation in blender also starts at 0,0,0 and everything else is working properly)
Probably because you keyframed your blender object origin as well. So every frame it goes to 0,0,0
Nevermind actually. I'm having the same problem now lol
same here!
Thanks mannn
great sir😘😘😘😘
Whenever I put it in unity it just says frame 0 when i hit play in the animation tab?
Huh, I don't have the options for automatic key frame insertion. Nor do I have any of the play/rewind buttons. This is my first time going into the action editor so I don't why they aren't there. How do I get them to show?
Edit
It was a timeline panel I didn't have showing. I thought it would have been part of the action panel but I guess not.
Is there a way to import an animation that’s already done if you didn’t start in the action editor. I tried to import an animation I already did following your instruction but unity doesn’t even recognize an animation. Any pointers?
For anyone wondering I figured it out. You literally just have to make a new action and it works in unity. It’s weird but that’s literally all you gotta do
@@yaboiflakes6400 Hey! Can you help me? What does "a new action" mean? Like, move or something like that inside Unity? Thanks
@@carinemoreira230 in blender open a new window, select dope sheet and then change dope sheet to action editor. Then create new action and it should work when you export it to unity as an fbx
Greatly thanks to you!
Just... wow!
Me like: "This video is only 5 min, and I will understand how to export modek with amination? Doubt it, but meh, lets give it a try"
Then: "Wow, it reallt does..."
Kind thanks, pal.
Action motions don't show up in Unity
when using a VRM model
i used the VRM_Addon_for_Blender plugin
Thanks!!
Thanks a lot man, really quick and clear instructions
Thank you, these instructions are super clear!!
Hi jaynam! Would you be interested in making vid about exporting character animation to unreal engine and creating simple controls ??
Thank you so much this is exactly what I was looking for ❤️🔥🔥❤️🔥
When i select the bones in Object mode and i export the animation only, the hierarchy is not the same has my rig. Blender is so confusing.
I think he said to shift select so that the mesh is a child of the armature
@@herobruun3985 My object keeos getting deformed, or the pieces don't move. I want to use a single armature to control several pieces independently with no deformation, like shown here, but I just can't seem to do it.
how do i make 2 animation in same file that stand alone ?
Cant you make 2 different animator controllers for your 2 animations?
@@herobruun3985 nah that is not good
Are you German?
I noticed all German youtubers have a soothing deep voice, plus it's the only accent that isn't annoying to hear. And the videos are always well made with zoom animations and without a single detail left unexplained to ensure zero viewer frustration and confusion. How did they lose the war?
Thx m8 and yes, I am German.
my thing just disappears when I start the game?
same bro
thx agian
finks sir
Neat
this did nothing but make the model invisible in unity
💕👌👍
ZOV
Firsttttt
Great!
Just ca across tNice tutorials playlsit. tNice tutorialnk i might pull a sicky from work tomorrow and binge it!