Weird error I just had... Exported a VR hand with skinned mesh renderer from Unity and imported as shown into Blender 2.9.1, selected the root(labeled differently in my case) and did the clear user transforms in the pose editor and it didnt fix the model. Updated Blender to 3.1.2 and tried again and it worked. Thanks for another great video!
Glad you could fix the error by upgrading Blender. The export/import with Unity/Blender was much more troublesome in the past, and I guess many devs gave already up on that.
@@TheSecretsofApagayoIsland Will have to play around with it some more, when I exported back to Unity the bone hierarchy was gone and it had a mesh renderer instead of skinned mesh renderer. I have next to zero experience with Blender though. I only really plan to learn to do some basic modifications to meshes and materials anytime soon, that stuff is way too time consuming, I need to get a prototype/demo out for my portfolio asap and then I can worry about asset mods and polish.
Thank you. Before watching this I was trying to turn one of the synty characters into a character resembling Elizabeth from bioshock, burial at sea. I am going to give it another try. I didn't like the ending. I think Elizabeth should have survived. Your videos are inspiring.
Clear user transforms doesn't work for me, nothing happens. any idea? EDIT: fixed it - had "only selected" checked in the clear user transforms window that pops up bottom left the animation window
When i export it has error "NullReferenceException: Object reference not set to an instance of an object UnityEditor.Formats.Fbx.Exporter.ModelExporter.GetExportData (UnityEngine.GameObject go, UnityEditor.Formats.Fbx.Exporter.IExportOptions exportOptions)..." What should i do? Thank for great tutorials!
any advice on how to export animations? whenever I try to move my mesh out with its animations, it just moves the mesh and bone. also tried exporting animations alone, but that just doesn’t export anything :(
While you were researching this topic, did you find any information on working with animated generic avatars? I am trying this with a bunny and as I get to the stage where I must assign an avatar, I haven't found a combination of settings (create from this model / copy from "bunnyavatar") which hasn't produced horrifyingly disfigured results trying to get the animation to run.
@@TheSecretsofApagayoIsland Found the solution. Clearing the User Transforms in Pose mode prevented me from copying from the pre-existing avatar. So you can still bring a model in and edit the mesh and export it. I believe if you wanted to avoid it looking like an eldritch horror in Object mode, you'd want to just copy the model and clear the copied model's pose, perform the mesh edits on the copied model and then copy the object data over to your eldritch horror.
Do you have any experience working with their modular heroes pack? The mesh is set up a bit differently and I'm having issues getting it to import into blender properly. Rather than there being static characters, there are basically a bunch of meshes stacked on top of each other for each limb. When importing into blender, the armature looks normal after clearing the user transforms, but the stacked meshes are all oriented perpendicular to the armature and rotated 90 degrees along the Y axis, other than a few of them.
No, sorry. I haven't tried the modular characters. But I remember that there was another video on YT on the modular heroes pack for an older version of Unity/Blender. Maybe, you check this out.
Thanks for the video. As far as I could test this, it seems that the root bone gets changed when export from blender to unity the character, also the pivot orientations of the bones differ. Do you have some settings done at export inside Geometry and Armature sections? Thanks again
Unity and Blender use different root bones, but I had no issue with that so far. I don't think there is a way to change this (at least I haven't found one).
Thanks for these very useful tutorials.
Happy it‘s helpful.
You are a wealth of information. Thank you!
Thanks 🤓
Another very helpful video, thank you ☺
Great video! Thanks!
Weird error I just had... Exported a VR hand with skinned mesh renderer from Unity and imported as shown into Blender 2.9.1, selected the root(labeled differently in my case) and did the clear user transforms in the pose editor and it didnt fix the model. Updated Blender to 3.1.2 and tried again and it worked. Thanks for another great video!
Glad you could fix the error by upgrading Blender. The export/import with Unity/Blender was much more troublesome in the past, and I guess many devs gave already up on that.
@@TheSecretsofApagayoIsland Will have to play around with it some more, when I exported back to Unity the bone hierarchy was gone and it had a mesh renderer instead of skinned mesh renderer. I have next to zero experience with Blender though. I only really plan to learn to do some basic modifications to meshes and materials anytime soon, that stuff is way too time consuming, I need to get a prototype/demo out for my portfolio asap and then I can worry about asset mods and polish.
Thank you. Before watching this I was trying to turn one of the synty characters into a character resembling Elizabeth from bioshock, burial at sea. I am going to give it another try. I didn't like the ending. I think Elizabeth should have survived. Your videos are inspiring.
Thanks, happy that you feel inspired.
Cool, thanks for the video! Greeting from Germany! ^^
Greetings from the North Sea :-)
Very usefull thanks!
You're welcome!
Thank you for your videos , Will you do video on how to add fingers ? so we can do like hand with 5 fingers
Yes, but with ProBuilder it is very tough, so I will probably go for Blender.
@@TheSecretsofApagayoIsland Thank you :) Np, I am looking forward for that video :) and thank you again !!
Clear user transforms doesn't work for me, nothing happens. any idea?
EDIT: fixed it - had "only selected" checked in the clear user transforms window that pops up bottom left the animation window
When i export it has error "NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Formats.Fbx.Exporter.ModelExporter.GetExportData (UnityEngine.GameObject go, UnityEditor.Formats.Fbx.Exporter.IExportOptions exportOptions)..."
What should i do? Thank for great tutorials!
any advice on how to export animations? whenever I try to move my mesh out with its animations, it just moves the mesh and bone.
also tried exporting animations alone, but that just doesn’t export anything :(
Actually, never exported animations from Blender.
While you were researching this topic, did you find any information on working with animated generic avatars?
I am trying this with a bunny and as I get to the stage where I must assign an avatar, I haven't found a combination of settings (create from this model / copy from "bunnyavatar") which hasn't produced horrifyingly disfigured results trying to get the animation to run.
For generic rigs I think you really have to create it manually.
@@TheSecretsofApagayoIsland Found the solution. Clearing the User Transforms in Pose mode prevented me from copying from the pre-existing avatar.
So you can still bring a model in and edit the mesh and export it.
I believe if you wanted to avoid it looking like an eldritch horror in Object mode, you'd want to just copy the model and clear the copied model's pose, perform the mesh edits on the copied model and then copy the object data over to your eldritch horror.
Thanks for the update. I think it's pretty hard to edit the mesh if it's not in a suitable pose, but if it worked for you, great.
Do you have any experience working with their modular heroes pack? The mesh is set up a bit differently and I'm having issues getting it to import into blender properly. Rather than there being static characters, there are basically a bunch of meshes stacked on top of each other for each limb. When importing into blender, the armature looks normal after clearing the user transforms, but the stacked meshes are all oriented perpendicular to the armature and rotated 90 degrees along the Y axis, other than a few of them.
No, sorry. I haven't tried the modular characters. But I remember that there was another video on YT on the modular heroes pack for an older version of Unity/Blender. Maybe, you check this out.
Thanks for the video. As far as I could test this, it seems that the root bone gets changed when export from blender to unity the character, also the pivot orientations of the bones differ. Do you have some settings done at export inside Geometry and Armature sections? Thanks again
Unity and Blender use different root bones, but I had no issue with that so far. I don't think there is a way to change this (at least I haven't found one).
@@TheSecretsofApagayoIsland Ok, thanks for your reply😄
It doesnt keep the shapekeys
What are you referring to? Unity and Blender use different root bones, so yes there are differences.
Hi! Hou have the link of Asset exporter?
Are you looking for the FBX exporter? There is no link. You have to install it through the package manager in the "Unity Registry" section.
@@TheSecretsofApagayoIsland ok thanks
What version is this?
because there is no unity registry for me in package manager
It's the main tool to install Unity packages, so I am pretty sure there is a Unity registry in the package manager.
How to make a face low poly character in blender?
What exactly are you looking for? I am not a modeling expert, so I will not do any modeling from scratch.
@@TheSecretsofApagayoIsland help