![]() (Autodesk stopped working on FBX a while ago, so that format is even more of a slippery beast.īlender is awesome - I use it a lot - and even though I've managed to figure out 'best practices' for going from blender to Unity and vice-versa, it never ceases to amaze me how often a new fbx issue manifests itself with models and rigs and animation. A lot of asset store models with rigs and animation were made with 3DS Max or Maya. Unity tuned their implementation of FBX format to Autodesk's implementation and inner workings. There are several youtube vids out there that go through how to successfully export fbx from blender for use in Unity.Īlso, if you're going back to Unity after modifying a model made for Unity in blender, leave the Materials alone - stick to Unity for Materials and Shader changes.įBX is a wonky format. Exporting back to unity from blender is more fuckery. Be aware that Unity uses a "+Z is forward and +Y is up" world coordinate system, while blender uses a "-Y is forward and +Z is up" coordinate system. The other fuckery will be on the import side in blender - if there is a rig and animation that you want to get to blender be prepared to play with the import fbx settings to keep the integrity of the bones' orientations. ![]() Just be sure to select Binary in the export options instead of the default ASCII - blender doesn't know what to do with fbx files in ascii format. For me, after importing the FBX Exporter package the FBX Export right-click menu item didn't show up until after quitting and restarting Unity.
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