Software to animate and create a 3D Model for Unity - unity3d

I just wanted to ask if there is any kind of program, where you can create a 3D Model and also animate it and use it for a game engine like Unity.

If you'd like to use free software, you can choose Blender. Blender has a ton of tutorials and a thriving community.
If you're a student, you can get free licence for Maya, 3dsMax and ZBrush.
Maya, 3dsMax and Blender is more convenient for tech objects like robots, cars etc.
ZBrush is more convenient for organic objects.
You can use ZBrush for sculpting characters; Blender, 3dsMax, Maya for environment things.
What to use in your case is up to you.

Related

Is there a projector alternative for unity that supports URP?

Question above.
I'm trying to make a projection that looks like a real 3d object from specific angles, similar to Superliminal, but I can't find a method that works with URP.
While unity has projectors, they don't support the pipeline, and URP's Decal system doesn't support perspective projection, only orthographic. Is there some tool or method I don't know about?
This repository may be helpful to you. It's quite outdated, however, I don't know which version of URP or Unity you're using, or what settings are you using (Forward or Deferred).
It is a renderer feature that can be easily added to your Scriptable Render Pipeline. To quote the original creator description:
...add a ProjectorRendererFeature to your ForwardRendererData. The user interface might look different in newer versions but there must be a similer interface.
How to use:
Add a Projector For LWRP component to your Projector object, if you already have one. If you want to create a new Projector object, just add a Projector For LWRP component to an empty GameObject, then Projector component will also be added.
It's pretty straightforward. Here's an official online document
You still need to have the legacy projector component script in your project. Depending on your Unity version, you may (or may not) have it in your project.

Make character face from photo for unity

I'm new to Unity 3d. I'm trying to create human character with face generated from photo. (to give real face look) I tried UMA 2 plugin, but it does not support changing face. I searched and found 'Avatar Maker UMA' can do it. Avatar maker UMA has low quality.
Is there any other way or software to create character from photo and use it in Unity 3d? Would appreciate any sources.
For the Unity Engine is quite impossible to generate faces, you should to it in another system but I want to share with you some ideas from the internet:
Can Unity generate faces?
"Yes and No.... Unity has zero support on this feature out of the box, in fact unity has virtually nothing in this regard, it engine that you design. that's what makes it so versatile and malleable. your problem has virtually nothing to with unity its self. in other words unity won't do it for you but it can be done within it.
but is probably possible if your willing to work really hard at it, many things are possible within unity that it does not come with. however generating 3d detailed meshes from a picture is a really daunting task, your basically need to do some edge detect algorithms... Oh god, its... its nightmare. its even harder because you going straight from scratch.... look I strongly suggest you get real good practice in programming and a really good understanding of how the 3ds does that exactly or you will be in the dark on this one.
Unity has a MeshClass that you will need and the webcam texture.
http://docs.unity3d.com/ScriptReference/Mesh.html http://docs.unity3d.com/ScriptReference/WebCamTexture.html
you can use that for the actual generation. but as i said, it is an absolute nightmare of a job.
I hope this answer's your question"
But there is a new plugin that maybe can help you, it's called AVATARSDK and can generate 3d faces.

How to integrate Unitymol with Unity3D project?

Firstly, thanks for bothering your time reading this problem.
I recently want to develop a Unity3D project which serves for molecular visualization on HTC Vive with the help of SteamVR. I've found that Unitymol is a suitable solution to visualize PDB files, but I have problem import them into Unity3D, because I fail to figure out how can I export models/gameobjects from Unitymol.
What should I do? In fact, what I need is to import PDB files into Unity3D. Blender is not a acceptable solution because it can't load large PDB files and need much work to do after importation.
I am one of the developer of UnityMol.
For now, this project is not fully open sourced and you need the sources to extract generated GameObjects.
You can ask for Marc Baaden to initiate à collaboration.
We have scripts to create Unity assets and use them in other projects.
If you are trying to visualize molecules in VR, we already are doing this in UnityMol VR.

Dealing with autocad objects in Unity

I am new in Unity development and I have good experience in Autocad development. Is it possible to use 3d solids & 3d mesh terrains created in autocad and display it in the Unity interface and also get its properties (such as 3D solid color, dimensions, handles etc..)
Unity supports .FBX, .dae (Collada), .3DS, .dxf and .obj files. If your Autocad can export to any of these then the answer is yes. It is possible but read below.
Objects produced in Autocad, SolidWorks or other similar software should not be imported to Unity directly by any means. Its too heavy for Unity. If you want to use your models from any of these software, export them to software such as Maya or Blender then clean the models up. Reduce the poly counts before importing into Unity.
Note that it will take time to clean the models up. You should spend that time making new models in Maya or Blender. If your goal is to make a game, then you need to learn either Maya or Blender. Autocad is not used for that. Since you are already using Autocad, I suggest you use Maya since the UIs are now made to look similar.
EDIT:
I see an answer below suggesting that it's totally fine to use Autocad models in Unity or model the objects in Autocad. It's not just about creating models. You have to do some work on the models to make it look good and even work properly with Unity's render engine. Here are many reasons not to use Autocad to model your game objects:
1.UV mapping/unwrapping.
You have to unwrap the model's UV before importing the model into a game engine. Without this, it's hard to do texturing and you'll run into issues. Not to mention one of the biggest issue called "texture seams".
2.Texturing the model.
Again, this is done inside programs like Maya and Blender not Autocad.
3.Baking textures/Map
You need to bake maps most of the times when working with high detailed models. When generating materials from V-ray or any renderer in Maya with complex materials, you need to to bake the final result into may types of maps such as color, normal, alpha.... This also applies to light baking.
4.Map Transfer
Initially, you model high poly then transfer the map to a low poly. You can't do this with Autocad. This is very import as it reduces the number of polys in your game.
Everything mentioned above are very important when it comes to game development but Autocad is not made to handle those.
Use the right tool for the job. Use Autocad for engineering and Maya or Blender for games, movies and art. It's as simple as that.
To export from AutoCad, use the OBJ format, or FBX. The Unity "what files can I import" page is misleading because exported file formats differ with each new year and new versions of the exporting programs are often not compatible with Unity. It takes Unity devs a few years to get around to updating the import process, unfortunately.
In regards to optimizing your models, "cleaning them up" in Maya is a joke because Maya will also export "heavy" models depending on the format you use. There is a precedence for cleaning a model up, but AutoCad products are the best in the industry, and if you clean them up in a CAD program and then export in OBJ or FBX, it should be fine. Maya is also an AutoCad product, I'm just saying that you don't have to juggle a file around in different programs. If you use the OBJ or FBX export format and if your file is mostly a CG model, then it will work fine going straight from a CAD program into Unity, usually. CAD programs have utilities to clean up models, as do programs like Sketchup, DAZ3D and others. You don't need to triangulate faces, and usually OBJ will work great.
Your best option for importing to Unity is to use OBJ if possible, from any source program. Most models will sustain this if you don't have animations or "bones". If you export to OBJ and choose the option to NOT triangulate all the faces, and DO include the textures, you should be fine. If your model includes animations then you should use FBX format which will have a considerably higher file size cost.
In addition, it works better to drag-and-drop the .obj file, .mtl file and textures folder into the Unity Asset folder where you want it (better than trying the "import asset" native Unity feature).
Be advised that many of the formats that Unity claims to import on its "what files can I import" page are invalid based on the version of the exporting program. For example, DXF files must be an earlier version, not the most recent. Programs like Sketchup and .skp will only import into Unity if you use an earlier version, as far back as 2013, at this time, as of Unity 5.6.0f3.
Usually, if you are aware of these issues and you are willing to try a few methods of CG model exporting/importing, you will find success. Obviously, game devs keep using Unity because they value the engine enough to tolerate these kind of imperfections.

3DS Max Plugin to Blender Plugin

V3D file and i have a 3D studio Max plug-in but i don't have 3DS Max and I was wondering if it might be able to be converted to a Blender plug-in?
PS.if you need the plug-in click me
PS.2.the V3D file is a Volition 3D file for the games Red Faction and Summoner by THQ and Volition
Thanks Jared
No you can't.
3D Studio plugins are binary libraries that are linked specifically against the 3D Studio application, they cannot be used with other applications.
Blender uses python to add customised features. If you know how the plugin achieves it's results you could create an addon for blender that performs a similar task.