Currently making my first game in Unity and have been using Blender for the meshes and animations. I followed a simple tutorial to animate the default cube; I've made it look like it's jumping, laughing, and breathing to understand the animation workflow.
However, when I went to import it into Unity I find that it is just an outline of the default cube without the modifiers added. I fixed this by going back into Blender and converting the model to a mesh (made a copy beforehand) which applied the modifiers. Now I can see the cube as it shows in Blender. There's just one problem; it doesn't have the animations attached properly.
All I want to do is re-attach the necessary vertices to the armature so the animations are as they should be. Is that possible?
Here is what was attempted before coming here:
Built the armature again and imported the saved animations onto that
Searched YouTube for a tutorial on the subject (surprisingly not a lot of tutorials on this)
Started to re-animate the new mesh cube to get the same effect but realized it was too tedious
Manually applying the modifiers with Ctrl-A which has the same effect as converting to Mesh
Either that, or is there a way to import the cube without applying the modifiers and still having it be a solid model?
This is the tutorial I followed to animate the Default Cube
If photos, or a video (not sure if I have the software for that), are needed to better understand please ask
Related
I've decided to use Minecraft like characters in my small game since I do not know how to make 3d models (nor I want to learn how to do such thing in the near future).
However the task now seem a little harder than expected:
I've tried looking in the asset store for prefabs to use but without success.
So, I've decided to try and make a model on blender(by not knowing a thing about non parametric 3d modeling, my knowledge of blender is extremely limited) and import it into my unity game.
And surprisingly, I managed to create the model using McPrep, export it and import it into unity maintaining objects that drive the bones (the output is a bit messy but I think I can manage to clean it up a little).
However the imported version does not have any skin and appears in a gray shade.
Turns out that the output does not keep materials/textures with it!
I've tried getting the texture used by blender and it returns the same skin I fed into mcprep so, by using the same skin, I've tried creating a material with it by getting the .png and using it as texture in a unlit texture material.
However, the result is a bit messy as shown here (left is Blender, right is Unity):
How may I make the texture on unity3d be better and right? (I've heard there is a way using a C# script but I really don't know what it is nor how to do it)
EDIT:
Thanks for the answers before, I did set the filter to point obtaining the texture to be a bit better. However the part that should be transparent is displayed in black on top of the other part (I think).
The image on the right is only filter point and the one on the left is point + alpha is transparency and the transparent shader using unlit transparent
ANSWER FOUND:
As Bart said, make sure the textures' Filter Mode is set to Point, but additionally:
Minecraft player characters are made of 2 layers, the second layer usually has lots of transparency and is used for clothing or other relief detail. So you need to use a transparency-capable shader on your material in Unity.
You're running into a filtering issue. In your case you want no filtering to happen. So select your texture, and in the inspector change the import settings so that your "Filter Mode" is set to "Point". In this case it will do no filtering of the input and your large pixels should appear sharp as you want.
I'm working in a Unity application with HoloLens, where I place different prefabs across a room and I use TapToPlace to put it on a surface using SpatialMapping. I works great with some fbx models that I had, but then I received some models that I got in .max format, which I converted to FBX using 3DS Mask, they look good, but the exact setup as the other models, whenever I tap them, they are place halfway below the surface.
I've noticed that the working prefabs puts the cursor right at the bottom when in placing mode, while the "broken" ones put the cursor in the middle. Here is an example of how it looks in Unity:
Working:
Not working:
What is that circle there? it looks like the cursor, because everytime that I tap the object, the cursor is placed exactly there for each prefab, but for the ones in the center, half of the model shows below the surface, somehow it looks like it's related; is there a way to move that to the bottom as the working one looks like? if not, is there something that I need to do in 3DS max when exporting these new models to FBX? both models are using box collider, TwoHandManipulatable and TapToPlace.
Thank you, I appreciate the help.
The issue is on the axisof the model -- the pivot point of the model is not at the bottom of the model.
If at all possible it is recommended that you fix the model in your 3D modelling application, If this is not possible, you can fix it in Unity by adding an extra parent transform, more information please see:
https://answers.unity.com/questions/62675/redefine-axis-of-an-object.html
https://answers.unity.com/questions/357698/can-we-change-the-pivot-points-of-any-gameobject.html
I just went through a Blender tutorial (https://www.youtube.com/watch?v=UgmJsLcLXUI) that showed how to create a morphing particle system animation in Blender. He ended up creating 2 layers, with a separate example on each.
The particle system animation, when played on the Timeline, looks very cool in Blender. Now I'm wondering how, or if I even can, to properly bring it into Unity and basically turn it into particles within Unity. I was hoping i'd be able to create a Shuriken Particle System in Unity, using the exported Blender file as the mesh shape.
But anyway, I've tried like 4 different ways of exporting from Blender and importing to Unity, and I can't get Unity to recognize it the way I need it to. Any tips on how to make this process work, or if it's even possible to ultimately do what I'm trying to do re: the title?
I am supposed to work on a huge single mesh in Unreal Engine 4.13.2, imported from Blender v.2.74. My first task is to change materials of some parts of the mesh. It is possible to drag and drop a material into the viewport and apply it to the desired part. I can do that with the material already in use and everything is fine.
The problem arises when I import another texture, create a new material and apply it the same way as before. Suddenly, the material is not in place and distributed all over the surface of said object.
My research showed that I could be in need of a UV-map for the texture to create a material that correctly fits the object (I hesitate using the word "mesh", because, as I said, it is all a huge mesh). Still, I could not find a way to display a UV-map of the texture that is already correctly applied.
What I have tried:
compared the already imported texture the material in use is based on with my newly imported texture in every single aspect (they are simple 512x512 pixels .png-files, all options are the same)
re-imported the current texture to see if the .png in our resources is in fact the texture used to create the current material and created a material which could be applied just fine (but was, of course, not the desired motive)
opened the exact same .png-file, put my desired picture inside, saved, imported and created a material: this resulted in the same chaos as in the description in the beginning.
I am probably missing something very basic, but cannot find it, and would not ask, if I hadn't already put dozens of hours into research. Do you have an idea what could solve the problem I described?
I would rather not make the changes in Blender, because of other changes that were applied to the mesh in Unreal Engine, before I started working on the project.
Thank you for your time.
I've had the same problem and I gave up researching after a while, but I solved the problem myself in blender.
Sadly, you can't fix this problem in Unreal Engine 4 because you either didn't or didn't do UV unwrapping correctly. UV unwrapping in blender is very simple. Here is a link to a YouTube video that shows you how to UV unwrap a mesh: https://youtu.be/r7wC0d2CeSU.
You don't have to create the material in Blender, just make sure that you add a material in blender and then in Unreal Engine 4 you can edit it. Hope This helps!
In general I wanted to make it in unity3d but I saw that in tutorials, they made it in blender.
This is what I did in unity:
I want to make this high cube hollow on the inside, and make a small door so that I will be able to walk inside the cube. Later on, I want to somehow add stairs but the problem now is how to make it hollow on the inside.
I saw in some places the suggestion to use blender so I tried this tutorial in blender:
Blender
But got stuck there after I checked the Add Mesh Extra Objects and clicked on Save User Settings. I tried then to click on the bottom on Add > Mesh but then I don't have Extra Objects. I have Extras objects like in the tutorial video.
Anyone my main goal is to make the high cube hollow on the inside with a small door on the bottom so I will be able to walk inside.
From what I know Unity3D has no 3DModelling by default (maybe there is something for that in store), so you need to use Blender or some other program (for example Maya). There is https://blender.stackexchange.com/ where you can ask same question (since it is not really unity3d related)
Maybe this will be helpful : https://blender.stackexchange.com/questions/5849/how-do-i-create-a-solid-object-cube
Overall what you could do, but it is not the est way - you can build a everything out of boxes yourself in Unity3D
Try use to boolean modifier. Take a look this tutorial:
Blender 2.6 Tutorial 26 - Boolean Modifier