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.
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 found a pack of unity assets (these 3D characters with built-in animations) that serves my purposes very well, but I want make slight feature changes to some of them. For example, I would want to change the color of some, maybe add a horn or other utensil, make the tail longer etc. I would like these changes to impact the animations minimally. I am wondering about what is the best workflow for this.
I looked into importing the .fbx files into Blender to make such featural changes, but the animations are not retained in Blender (this seems to inevitable according to some?). In general, most information is about workflows going from Blender to Unity, rather than the other way. I am thinking of importing the .fbx files into Blender regardless, without the animations, changing some features, and then importing back into Unity, hoping that the Unity animations can snap back onto the modified creature.
Since I am a beginner with both Unity and Blender, I wanted to check whether this is has a chance to work or whether there are better alternatives. Many thanks.
Unity animation if done using the main tool is probably just animating properties of the model/objects that are exposed to Unity's serialized interface, e.g. color, position, etc. So, either they animated the model hierarchy inside Unity (sounds unlikely), in which case the animation is part of an animation clip, or they did it in Blender, in which case the animation should be part of the fbx.
You can try an application like Fbx Review to view the fbx file and see if it includes the animation.
Unity Animation
Unity binds its animation streams with Transform/GameObject names. As long as you don't modify the hierarchy of the model, you should be able to modify it in blender like you want and later import into Unity.
Fbx Animation
Simply import into Blender, and make any changes that don't break the animations.
Alternative
If you really must, you can modify the imported mesh inside the Unity Editor. There's a few tools available for this in the assetstore.
Last Bet
Simply email the asset seller and ask them what the best way to proceed would be. For a 150$, they will probably be willing to provide this amount of support.
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)
I've imported my assets into the unity editor and extracted all of their textures, some of my models were imported without their full texture, specific parts were grayed out as though i didn't color them.
I would like to know how to import the full texture.
Important to mention I did not create these models, just colored them.
Here is a link to images of the model and the model itself if you want to try and solve it.
in Unity click on the model and expand it to see its contents. then select your materials and hit right click then click extract. select a folder to extract the materials to. once you have done this, you can edit the materials individually. Unity does its best to figure out the material of the import, but its not always accurate. now that you have your materials extracted you can import any textures your using and assign them them to the proper material. this should get your model properly rendered.
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.