Blender NLA - ACTIONS clips DEMYSTIFIED (2021) [Export to Unity, Lens Studio, Spark AR, etc]

Описание к видео Blender NLA - ACTIONS clips DEMYSTIFIED (2021) [Export to Unity, Lens Studio, Spark AR, etc]

#Blender uses the Graph Editor (AKA the F-curve editor) to create the keyframes needed for an ACTION. To store that action you need the Dopesheet window set to ACTION EDITOR. Once you finish your action, you can use it contained in an #ANIMATION CLIP which you can push to the NLA (nonlinear animation editor). You do this to mix walk cycles with run cycles of your model.
The NLA track is then created but doesn't name itself automatically from your clip. This is because you might have 2 or 3 different NLA channels adding up to different composed clip animations. You need to rename the channels yourself.
To avoid confusion further down the Unity pipeline, you should name your action clips with "_1_250" (frame duration) as good practice for your team to know how much your original Blender Action Clip lasts.
Check out the Export settings and how they can help you get your animation into #Unity, Lens Studio, or Spark Ar.

If you have any questions about the STASH button, please ask in the comments below.

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***** PATREON *****

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**** BLENDER TO SNAPCHAT AR TRAINING ****
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***** SOCIALS *******
https://artstation.com/3dcinetv
  / 3dcinetv  
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**** Soundtrack *****
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Artist: Vibe Tracks
Genre: Dance & Electronic
Mood: Bright
Download: https://www.youtube.com/audiolibrary/...

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*** CHAPTERS ***
0:00 Intro Patreon and assets
0:30 Setup the Blender workspace (window editors)
2:00 Animation Keyframes
3:00 Graph editor curves
4:00 NLA Editor
5:00 NLA Tracks
6:00 Action Clip properties
7:27 Repeating actions
8:00 Creating another new action
9:00 Pushing down an ACTION to the NLA Editor
11:00 Creating another new action
12:13 Order of NLA clip performance in the viewport
12:26 Editing NLA action clips
13:36 Adding up animations from ALL NLA clips
15:00 Adding TRANSITIONS to the NLA clips
16:38 Exporting NLA clips
17:36 Importing NLA clips into UNITY
20:04 Storing actions with FAKE USER
20:50 Final NLA actions exported to Unity using FBX
21:15 UNITY targeting NLA ACTION clips

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