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Скачать или смотреть Importing a Blender Character into Unity via Mixamo

  • bpwebmedia
  • 2018-12-06
  • 18201
Importing a Blender Character into Unity via Mixamo
blenderblender 3dblender character3d characterblender unityblender mixamomixamo unityimporting characters into unityriggingrigmixamounity 3dtutorialblendswapthird person controlleravataranimationanimatorfbxfilmboxgame designgamedev
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Описание к видео Importing a Blender Character into Unity via Mixamo

This tutorial will take you through the steps of auto-rigging a 3D Blender character using Mixamo and then importing and setting it up for use in Unity games.

1. Log in to Blendswap and download a 3D character of your choice (preferably in a T-pose)
2. Open the .blend file in Blender. Delete everything except the character mesh (remove the rig, camera, lights etc). You only want to be left with the character model in a T-pose
3. Export the character model as a filmbox file (.fbx) from Blender (File-Export-.fbx)
4. You may also need to save any UV image textures used by going to ‘UV Editing’ mode
5. In the UV window in Blender, select the image texture and under ‘Image’ choose ‘save as’
6. Log in to Mixamo and upload your character .fbx file. It should appear in the window
7. If there are any issues with the upload, go back and double-check that your blend file is clean and that you have not accidentally left some objects behind that might confuse Mixamo
8. Once your character appears, click ‘next’ and you will be taken to the ‘auto-rigger’ screen
9. In most cases, selecting ‘No Fingers’ from the dropdown menu works fine. If your character has more details that you would like to animate, you can select ‘Standard Skeleton’
10. Drag and drop the colored circles into place on your character (chin, wrists, elbows, knees, groin)
11. Click ‘next’ and Mixamo’s algorithm will attempt to create a rig for your character
12. If successful, you will see a preview of your character animated. If not, you may need to go back to Blender and adjust the character mesh for better results and export as .fbx again
13. Once auto-rigging is complete, click ‘next’ twice and you can then apply other animations
14. You can download your character with or without Mixamo animations applied, depending on what you want to use it for (player character does not need; NPCs do need animations)
15. Click ‘download’ and then choose ‘FBX for Unity’ from the dropdown menu and ‘download’
16. Open Unity and choose ‘Assets-Import New Asset’ and import your downloaded ‘.fbx’ file
17. Click on the imported character in your Assets window. In the inspector you will see 4 headings: ‘Model’, ‘Rig’, ‘Animation’ and ‘Materials’. Select the ‘Rig’ tab
18. Switch ‘Animation Type’ from ‘Generic’ to ‘Humanoid’. Make sure ‘Avatar Definition’ is set to ‘Create from this Model’. Click ‘Apply’. If successful, you’ll see a ‘tick’ beside ‘configure’
19. Drag your character from the Assets folder into the hierarchy window or into the scene
20. Resize, reposition and rotate if necessary. If you wish to make your character into an animated NPC, you need to create a new Animator Controller for the character
21. Once you have the new controller created, apply it to the ‘Animator’ component on your character. Double click to open the Animator window and then drag in the animation file
22. If you wish to loop the animation, duplicate it and create transitions between the first instance and second instance of the animation. Or else, click ‘edit’ and turn on ‘loop time’
23. Click ‘play’ to test the animation and your character should be active with the animation
24. If you wish to use your character to replace the ‘Ethan’ third person character controller, you simply need to replace the Ethan mesh with your new character mesh
25. Then, change the ‘avatar’ of the third person controller to your new character’s avatar
26. Delete the Ethan model and your new character should now become the third person controller when you test the game.

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