I am currently trying to make a game in Unity but have encountered a problem that I've tried to solve for a couple of hours without success.
I've downloaded a package from the Asset Store with a foundation to a game. In this downloaded project the models used for the game is stored in one .FBX file which contains all the individual models. The creator of this package has a method for "re-skinning" these models, where he says that one should open the .FBX in 3DS Max, attach your new model to the old, and then remove the old model.
I've done a character in MagicaVoxel which I then export as an .OBJ and import it to 3DS Max and follow his instructions. But when I export the new .FBX with my new model and test it with Unity the model is super tiny and the colors are wrong. This is especially weird because all the other models are perfectly fine.
Have tried numerous ways, but since I'm new at both Unity, MagicaVoxel and 3DS Max I haven't the skill to solve this problem myself.
Thanks in advance!
Rasmus
Related
Does anyone know a good way of importing gltf 3d models in Flutter?
I tried using:
model_viewer,
flutter_cube,
babylonjs_viewer
but wasn't able to load a gltf file with any of them.
The lightly documented three_dart_jsm repository has a class "GLTFLoader" that is able to load gltf/glb files.
For viewing the gltf, I would recommend three_dart by the same author.
Model_viexer_plus does import a gltf model and displays it, i returned the gltf file using a route from my backend, and used that route as entry into ModelViewer url and it worked perfectly.
I am programming with OpenSceneGraph (OSG) and I want to put my created OSG-model into Google Earth.
I did research, but I could only find that Sketchup can directly upload its model to Google Earth, but couldn't find anything about uploading an OSG-mode.
Does anybody know how I can achieve this?
You can try exporting your model to COLLADA (DAE) which Google Earth can import.
OSG needs to be built with the COLLADA-DOM library in order to have the COLLADA .DAE loader/saver, and the COLLADA-DOM library is non-trivial to get working.
I'm attempting to program a simple chess game using the unity game engine. However, I can't work out how to import the assets that I've created in Solidworks into Unity.
Is it possible to do?
SolidWorks files tend to describe parametric geometry, such as NURBs, but most game engines prefer to work with raw polygons.
Unity has direct support for the following model formats: FBX, OBJ, DAE, 3DS.
SolidWorks can export to STL format, which other programs should be able to convert to OBJ, DAE, and/or FBX. Recommending a specific tool is beyond the scope of Stack Overflow, but I know that such tools exist. I recommend searching terms such as "stl to obj conversion".
These sorts of headaches are fairly common with 3D assets, since so many programs use customized file formats.
Also with 3DS studio max, you can directly open Solidwork files and then export as them as .fbx (you need to have Solidworks installed in the same machine as 3DS Max).
about SolidWorks (SLDPRT, SLDASM) Files:
http://help.autodesk.com/cloudhelp/2015/ENU/3DSMax/files/GUID-861F1B25-0F1B-4E79-A660-821F4CD2175B.htm
Other free tool for converting 3D files: (can save as .obj, which unity reads)
MeshLab
http://meshlab.sourceforge.net/
*Update for 2018:
Unity has partnered with this CAD importer company, and its available to purchase from: https://unity3d.com/pixyz
They support pretty much all the available CAD formats, including SolidWorks
full importer list at https://www.pixyz-software.com/plugin/
Just for reference, since Solidworks 2019 it is not necessary to use any AddIn/3rd Party Plugin. It is supported out of the box: https://help.solidworks.com/2019/english/whatsnew/t_export_using_extended_reality.htm
the "XR exporter" in SOLIDWORKS will allow you to export the model with some additional content (animation, appearances, metadata) to the GLTF / GLB fileformat and using the GLTF importer for unity (should be free) you're done.
I want to using the Unity3d framework for a project in which I have create a walkthrough. But the client want it to be dynamic.
We would be getting the final fbx file from 3DMax which when added to a particular folder a walkthrough should be created automatically. I went through the help files on Unity3D site but did not find any documentation as to how use the Unity3D framework programmatically.
Can anyone please let me know how can it be done? Even if link is provided for the resource it would help us.
Unity 3D has a built in way to load models at runtime, but this should be done using a Resources folder (Resources.Load()) or using a Asset Bundles (AssetBundle.Load()) as described here: http://docs.unity3d.com/Documentation/Manual/LoadingResourcesatRuntime.html
These two methods are performed inside the Unity editor and your need is load any arbitrary 3D model file at runtime, for this case you will need a plugin. The only one that I know is ObjReader.
hi am noob at blender and opengles.for the last two days i was trying to create a 3d model using blender finally i could make something from it,and now i need to export the model(created using blender) so as to render it on iphone.what is the best way to acheive this i.e how to export this file and use it in opengles to render it on the iphone..thanks in adavance....
For those having issues with the latest version of Blender and the export plugin, I've managed to fix the problem and create a new version that is compatible with 2.62+.
I've sent Jeff LaMarche a pull request but in the meantime you can get it from here
https://github.com/rpassis/iOS-OpenGLES-Stuff/tree/master/Blender%20Export/objc_blend_2.62
Cheers,
Rog