When importing unity .fbx models to blender, the armature becomes disproportional and oversized - unity3d

I have a unity character model in the .fbx format. I'm trying to import it to blender in order to create some animations. Upon importing, the armature for the model gets distorted with some bones becoming 4 or 5 times the normal size. Why is this happening? And how do I fix this?

For animation, I always make my own rigs. I too have bad experience importing .fbx files from unity into blender.
So at this point, I don't think there is an easy way to import a mesh + rig from unity to blender. I advise you to make your own rig for the character. Just because you understand your own rig way better (this is a plus for weight painting & bone movement / animation)
Also when creating a rig for unity it has to be done in a special way because if you want to use Unity's blend tree you should go for making a "Humanoid Rig", There are a couple of decent tutorials on youtube for this just search for
Blender to unity humanoid rig
When exporting Animations I would suggest looking at the answer of this thread I made a while back. So you dont get any double animations and such
If there is a way to easily import a character + rig from unity into blender, I would also love to know :)
Good luck with your project!

Related

How To Re-Attach Armature in Blender 2.9

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

Exporting Blender model in unity project

So I make some basic map in blender and I want to export it in unity project where I can play on it.
but it looks bad really bad, soo how to fix this?
sorry for low quality images.
Make sure your normals are orientated correctly in blender. Unity culls all faces that point away from the camera.
You can do this in blender by using the "Recalculate normals" tool. To make sure all your faces are pointing outward, you can enable visualizations in blender like this:
If you find any of these indicators pointing the wrong way, select this face and use the "Flip Normals" tool to flip any remaining inverted faces.

How to import cloth simulation from Blender to Unity

The only way that I found to import the cloth animation from Blender to Unity for mobile is by exporting each frame as a separate mesh and then replacing it at runtime to create the animation. (if anyone knows other solution please tell me).
The problems is that the "meshToChange = otherMesh" way has a big hit on performance on mobile. I'm curious to see if there is a better way to change the mesh at runtime.
Thank you :)
There are a few ways to do this
1.The best way would be this:
Get the keyframes for the baked simulation with a .mdd addon for blender.
Import the Blender project in Unity.
Add the prefab in a scene.
Select you object and go to the Skinned Mesh Renderer component and expand the BlendShapes. There you will find all your data.
After that you will need a script to cycle through the BlendShapes. Here is a simple script that will do the job.
For better information check out this video.
Thanks to #derHugo for helping me with this one.
I am not going to focus on the next ones but I will put some references here for anyone interested.
2.Using Alembic files.
If I am correct this is the way the Unity team did it for the short film ADAM.
Check out this video.
To note that this will not work for mobile.
3.Cycling and changing the mesh every frame.
This technique is very similar to a 2D animation.
All you have to do is export a sequence of fbx's for the animation and then cycle through them. script
Be aware that you will get a huge performance hit from this.
With a cloth simulation with around 7k tris changing the mesh every few frames I was getting around 30fps with nothing else in the scene on an IPhone 6.

Possible to import particle system animation from Blender into Unity, and turn it into working particles in Unity?

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?

scripted camera movement in cinema 4d to unity3d?

I have a scene in cinema 4d, with a camera that moves through the scene. I was hoping that I could just import the entire cinema4d file into unity3d and I could just magically press play, and the scene would just.. work--camera movement and all.
Well, maybe life is not that easy. Is it even possible to import a camera from cinema into unity?
It would be nice not to have to re-program the camera in unity.
Do I have any options?
The answer is no, there is no "concept of" a camera path you can import to Unity. There is nothing whatsoever like that. (Don't forget, it's a game engine - not an animation or "filmmaking" system really.)
Fortunately this is a relatively common problem.
The solution is just that you put "any old thing" (say, a white cube) there and import that animation. Then in Unity it's trivial to just child the camera to that "marker".
You can google many examples,
http://answers.unity3d.com/answers/20413/view.html
try googling say "import camera move to Unity3d"
BTW I'm sure you're aware of this .. "Unity does not import Point Level Animations (PLA) at the moment. Use Bone-based animations instead." Doco
Another more hackish workaround;
I have once made a scene in Cinema4D which I wanted to use in Unity3d. I ended up employing MOCCA to export the camera's positions and rotation-values on it's keyframes and ended up using coding on the Unity end of things to animate the camera, based on an xml-file.
However, not having used Cinema4D in a bit; I can't remember for sure if MOCCA is still available? If memory serves me right it got replaced with something...