Blender Asked by Marcus O'Brien on September 29, 2021
Thanks for reading.
I want to export to unity with a flow that retains my previously imported assets and connections etc. I already have my unity project and have imported by .blend file. Now when I go back to blender to do some more animations I re-export another blend file. Now inside both of these blend files are my mesh, materials etc, which means when I import them into unity they are duplicates, or even worse slightly different (if I’ve changed the mesh).
So my question is how do I organize my export blend files, so I can avoid having duplicate assets, and at the same time all my animations work ?
For anyone else getting started with Blender >= 2.8.3, there are many animation features.
The best seems to be to use :
The dope sheet editor to capture an animation that has several objects being animated as a single animation.
The animation editor to capture multiple animations for a single character/game object ie idle1, idle2, walking.
When you import these assets into unity as fbx files, you can split the animations anyway you like, but the best I found seems to be splitting them into fbx's that contain the meshes and armatures that the animations are applied to, so have an fbx for a single game object and its animations, then one fbx with any animations that cross single objects, including again all the meshes and armatures.
Answered by Marcus O'Brien on September 29, 2021
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