Unity: export to gltf 2.0 format - unity3d

Is there a way to get a Unity store asset downloaded (consisting of a folder containing FBX model + separate animations in FBX + separate textures in png etc) as a gltf binary?
If so, can someone guide me. Thanks.

I know this is late to the party, but hopefully it can help someone else in the future.
You can export from Unity to glTF easily using the Plattar glTF Exporter.
It does not seem to be possible to export in glB (the binary form), only glTF, though there are tools to convert from glTF to glB, some of them available online.
You can also convert an FBX from ASCII to binary format easily, from within Unity, using the Unity FBX Exporter package, available from the Package Manager.

I am even later to the party with Blender 2.82, but also for future reference:
import base fbx model
rename animation in inspector to base
import walk fbx model
rename animation in inspector to walk
go to animation tab, select dope sheet, then action editor
select base animation and 'push down'
select walk animation and 'push down'
delete walk model and mesh
export to gltf/glb
check in https://gltf-viewer.donmccurdy.com/
This was tested with Malbers fox model.
I can provide a video if needed.

Use UniVRM. It supports editor time export as well as runtime export. It supports the VRM format, as well as gltf. This is the only asset that supports runtime export out of the box, to my knowledge.

Related

How can I import the full location from the game into Blender?

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).

why do my object files look weird when imported to Unity?

I have made some heart models on medical software Materialise Mimics and have exported them as .obj files because the software doesnt support exporting as .fbx.
I've tried other Unity developed programs with the exact same models and they look really good, but I dont know what they've done to process the files.
I'm quite new to unity and have tried following some guides on making materials and shaders, but nothing seems to work.
Thanks!
Object file in 3D viewer
Object file directly imported to Unity
Object file with Material added
I think the model's normals got inverted. Try using a double sided shader like this https://gist.github.com/naojitaniguchi/62ccf37c801ea55517b7 (not mine) and see if it's works
I hope it do

Exporting avatars from Daz3D, fbx to Unity material conflict

I am having an issue in exporting models from Daz3D to Unity.
When I export as fbx from Daz3D then import to Unity some of the items have the wrong textures.
I figured out that the issue is if you have 2 items in Daz3D with the same name for a surface in Unity these get imported into the Assests/Materials directories, but if 2 surfaces have the same name Unity overwrites the file when it imports. (I assume it overwrites on import, could also be Daz overwriting on export I guess, but less likely).
Any idea of a workaround?
I also tried using the Unity Bridge in Daz3D, and its seems to work correctly, and creates _1 files names on conflicts. But with Unity Bridge the files sizes are too big and crashes some consoles/phones. Also does not work easily with older Unity versions (2018).
So I figured out a workaround at least. I export the clothing that conflicts as a seperate fbx, then drag/drop the material in Unity into the avatars clothing item in the scene. This overwrites the wrong material it was getting.
If anyone know how to reduce the fbx size for the Unity Bridge please reply, it exports about 2x the normal fbx export size.

How to export fbx with textures from Unity?

I have downloaded a Unity asset which included lots of 3d models with textures/materials etc.
I wanted to share one of those objects with an artist, so that they can create a new model on top of that model, so I exported the fbx from Unity using one of the Unity fbx exporter assets.
However, the model was exported without any textures and so it looked pretty much white as a whole. Therefore, the artist cannot really work on a model that includes textures and also send me back the finished work with those textures.
I am wondering, is there a way to actually export everything with the fbx
from Unity ? Thanks !
Assign your material in the source package, make sure there is a baked texture in the diffuse slot
Assign your other baked textures to the spec, normal and others
Check embed textures at export
Check 'import materials: by material name' is selected for your imported model (in the inspector)
Where possible use a portable file format like FBX and follow these guidelines.
http://forum.unity3d.com/threads/material-texture-faq.244786/ http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html

Unreal Engine 4, import with c++?

I need to import an fbx into UE4 using c++. This is to eventually write a batch importer that sets up material connects etc upon import.
I am, however, stuck at the first hurdle.
I cannot find any info on this anywhere.
How can I load an fbx model into the editor using c++ ?
edit:
I do not need to do this at runtime, I just need to import the models into the editor, and adjust their location/material settings as I do so..
Parse the .fbx (there are enough docs), then create the mesh at runtime would be one way.
If you only need the editor stuff, check out the FbxMainImport.cpp
FFbxImporter::OpenFile
FbxNode* GetFirstFbxMesh(FbxNode* Node, bool bIsSkelMesh)
etc...