I am trying to export an blender .fbx file to Unity(it is a mesh with a simple animation), but when I export and I open my Unity Project it will show a "HOLD ON..." screen. I tried to force quit unity and open it again, I was able to see the file BUT it wasn't rlly working I couldn't use it. Can anyone tell me what to do to make it work?
I think I found a solution to my problem. So instead of exporting from blender to unity, I imported it from Unity
(but the color or material of the object wasn't imported)
Related
How can I import the full location from the game (made on Unity) into Blender? The screenshot shows a set of folders that were in the location file in the game itself.
Enter image description here
I can easily assemble a location from Mesh files, but at the texturing stage I don't know what to do. Manually is too much work. How do I import the entire location from these folders so that the textures are also applied?
You can import your unity file to blender only if you have unity file in FBX form , save unity or export unity file in FBX file and then go in blender , You will get an option to "IMPORT IN FBX FORMAT" , click and import the unity file in that.
Whether textures are auto-applied has to do with whether whoever made the models embedded the textures into the models when exporting them. For this, whoever made the model needs to export the model in FBX format and make sure in export settings that the textures are embedded inside the FBX file.
Also, why are you working with Unity at the texturing stage? Lookdev should be done in a 3d program (substance painter etc). Use neutral lighting for best results (white skydome light).
I'm having issues importing this files in Unity https://drive.google.com/drive/folders/1bspUVIs8QH9KYdgHFIelHQTSINse78FZ
When open them in Unity, I see a cube instead of the petals of the flower (both if I import it as a .blend or .fbx)
Do you now why does it happens?
Thanks
The problem is that it's a procedural model and not a "normal" Mesh. If I export as .fbx from blender and then import again, there's also just a cube. You'll have to somehow convert the procedural mesh into a static one.
Using the Constructor app on the Project Tango development kit I created a mesh of my kitchen and exported it to .obj which works fine in other software such as MeshUp and MicroStation.
I followed the steps in Import your mesh to Unity but nothing comes in Unity.
For the Unity project I used a blank project without any other asset in the scene. Changing the scale and texture didn't help. When focusing (f on selected when the mouse cursor is over the scene) does focus but again, nothing shows. Importing other .obj files work fine - with or without textures.
What's displayed in Unity:
What's displayed in MeshLab:
UPDATE:
converting it to .fbx using AutoDesk FBX Converter 2013.3 failed with the error: "Not enough parameters".
I'm doing all my asset creation in Blender 2.69 and implementing in Unity 4.2. My object has about 8-10 actions, all with Fake users to prevent deletion. I've worked with both .blend files and .fbx files that were exported from Blender. When I import either a .blend or a .fbx file into Unity, and I go to animation options in the import options tab, I am only seeing five clips show up (even in the .fbx, despite selecting "All Actions" during export.)
I went through a few hoops. I made each action a separate file with the object#clip.fbx filename format. I also did each action as a separate file with the actions baked. In both of those solutions, I had deformation errors.
I want to be able to use all my actions straight from my .blend file if possible. Why don't they show up?
I had a similar problem, I believe you're supposed to bake the animations before they show up in Unity. And make sure that the checkbox in the Export FBX property sheet for Baked Animations is checked.
I have exported .skp file from sketchup to .fbx file. When I open the .fbx file in Unity 3D it doesnot have the same color property as it had when I open it in sketchup.
You can't rely on Unity's FBX importer to properly set material parameters. It will attempt to generate the proper materials for you on import and assign them, but not all exporters create this information correctly, which seems to be the case with sketchup.
This thread is probably the solution that would work for you.
You will need to re-texture the model in Unity.
I think you are having problem with texture shared in Unity.
What you need to do is add some texture...
I have a tutorial just for that... https://www.youtube.com/watch?v=MGIBLPIz4oM
Hope this will help...