Exporting animated character from Blender to Unity - full tutorial

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  • เผยแพร่เมื่อ 13 ธ.ค. 2024

ความคิดเห็น • 120

  • @PierrickPicaut_P2DESIGN
    @PierrickPicaut_P2DESIGN  4 ปีที่แล้ว +4

    🔥🔥 Find all my courses on my website : www.p2design-academy.com/

  • @ronanati7611
    @ronanati7611 4 ปีที่แล้ว +32

    Your rigging course taught me so much! Thank you for all the content!!!

  • @julianarnold7992
    @julianarnold7992 4 ปีที่แล้ว +5

    This video and all of your content is pure gold. I started with your gumroad animation tutorial and I'm learning so much. Even after using Blender for 3 years. I can't thank you enough.

  • @janci00019
    @janci00019 3 ปีที่แล้ว +1

    People, if you are looking for solution for diappearing animations in unity, like i was:
    It was just about, they was not visible in library! So i added them in inspector of object with + button.
    Seen many tuts, but this is serious masterclass level! So cleanly explained, and still so many informations!
    Giant Thank you! I am definitelly gonna follow your content.

  • @RaoulWB
    @RaoulWB 3 ปีที่แล้ว +6

    That was just masterful. I've been using Unity for several years, but still learned something new here and there

  • @VaderGuy9
    @VaderGuy9 4 ปีที่แล้ว +31

    No joke, I was just tearing my hair out over animations not importing properly then this somehow ends up in my suggested just as it's uploaded. For once, the TH-cam algorithm pulls through.

  • @soirema
    @soirema 2 ปีที่แล้ว +1

    You dear men is an angel. Thank you so much. Bought your course, the art of effective rigging. Its amazing! A little fast paced, but still worht every penny

  • @DeathxStrike18
    @DeathxStrike18 3 ปีที่แล้ว +6

    Additive animation is what it state it adds an animation/blends two animations, it will allow you to set a start frame reference (blue arrow) in the animator you want the animation to begin transition from.
    Its mainly used for frames you want specificly transition for example walk->jog->run where you can have the change in animation transiition at optimal times such as when the foot is planeted, so say frame 13 of walk is where I would like my jog frame to start its movement from.

  • @gamerdude9687
    @gamerdude9687 3 ปีที่แล้ว +1

    Never seen a tutorial in soo much depth about this topic, really helpful

  • @vicetbeki3734
    @vicetbeki3734 7 หลายเดือนก่อน

    IT’S PERFECT , c’est impeccable, merci beaucoup, je cherchais depuis des semaines comment importer mon character dans Unity , ta video a répondu à mes attentes, Keep doing this AMAZING WORK

  • @Zgon3D
    @Zgon3D 3 ปีที่แล้ว +1

    RECOMMENDED TUTORIAL :) !
    After seeing at least 10 tutorials that got me wrong. Finally someone gives me a right answer.
    Thank you!

  • @richardraney8109
    @richardraney8109 4 ปีที่แล้ว +4

    I have learned so much from you thanks for all of your work I have purchased all of your tutorials! Can’t wait for the animation tutorial!

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  4 ปีที่แล้ว +1

      Thanks so much for your support. I’ ve almost finished the first chapter !

  • @Mushele
    @Mushele 2 ปีที่แล้ว

    Thank you mate, you saved my life by showing me the last option in exporting section :O

  • @jmedeirosneto
    @jmedeirosneto 3 ปีที่แล้ว

    The best video about blender to unity and the animation set up is a great plus!

  • @ivanberdichevsky5679
    @ivanberdichevsky5679 2 ปีที่แล้ว

    Outstanding content. Bridging the gap between Blender and Unity in my brain much more, merci beaucoup mon frere!

  • @Stinger-rq4gy
    @Stinger-rq4gy 3 ปีที่แล้ว

    Excellent, love it, need to watch this all the way.

  • @parshantpanwar
    @parshantpanwar 4 ปีที่แล้ว +1

    thanks for these awesome quality tuts, you are the best!!

  • @Mogo-jan
    @Mogo-jan 3 ปีที่แล้ว +1

    Thank you so much! I was having so much issues with my armature, simplify fixed all of them.

  • @Galakyllz
    @Galakyllz ปีที่แล้ว

    I really appreciate this video. Thank you.

  • @NameNumber2
    @NameNumber2 3 ปีที่แล้ว

    This video was perfect! Exactly what i was looking for! Thank you so much!

  • @arturkiper9307
    @arturkiper9307 ปีที่แล้ว

    Thank you man!! you are best!!!

  • @uni-mal4433
    @uni-mal4433 3 ปีที่แล้ว

    Great tutorial! And your "The Art Of Rigging" Video is awesome too!
    I've learnt tons of skills and knowledge from it. Thanks.

  • @EDJ1
    @EDJ1 3 ปีที่แล้ว

    0:11 HE KNOWS DE WAY!! FOLLOW HIM!!!!

  • @chillinator
    @chillinator 4 ปีที่แล้ว

    Great stuff, Pierrick - thanks for posting it - and your other content :)

  • @lucasbernhardt5783
    @lucasbernhardt5783 2 ปีที่แล้ว

    0:57 how do you manage to have different end frames for different actions?

  • @ezequielbertero8100
    @ezequielbertero8100 3 ปีที่แล้ว

    Thank you! Your video is awesome, it really helped me!

  • @mohammadrahmani8793
    @mohammadrahmani8793 3 ปีที่แล้ว

    verrrrryyy useful

  • @GERMZ-GAMING
    @GERMZ-GAMING 4 ปีที่แล้ว

    Pro level!!

  • @RakeshBhardwaj
    @RakeshBhardwaj 3 ปีที่แล้ว

    That was the video, I search a lot of time but I can't find the solution, thanks man.

  • @DracoTheBlack
    @DracoTheBlack 3 ปีที่แล้ว +1

    Trying to make a character with a snake coiled around their neck that then moves down their arm and rests it's head in the hand, it's body staying coiled down the arm. I can accomplish this a few ways in blender at this point but curves to unity doesn't seem to work/play well. Is there any way to accomplish this?

  • @Xyckno
    @Xyckno 4 ปีที่แล้ว

    Instant Sub this is great content!

  • @SeraphimEnjoyer
    @SeraphimEnjoyer 3 ปีที่แล้ว +1

    I exported an animation of a my character walking with a gun, but when i viewed the file, the animation of the gun didn't follow the sway of the characters arms and was just sitting still while the character's animation was playing. Any thoughts on this exporting issue that might help me?

    • @0mercenario0
      @0mercenario0 3 ปีที่แล้ว

      The animation is in another clip (in unity I suposse)
      Try to use The Animator Controller

    • @SeraphimEnjoyer
      @SeraphimEnjoyer 3 ปีที่แล้ว +1

      @@0mercenario0 like in blender where you have different actions you can assign animations to?

    • @0mercenario0
      @0mercenario0 3 ปีที่แล้ว

      @@SeraphimEnjoyer yes, in the animator controller you can work with layers,
      add me in discord maybe I can help you faster
      redhot#3354

  • @insertusername7342
    @insertusername7342 4 ปีที่แล้ว

    Perfect, thank you!

  • @Alkarok
    @Alkarok 2 ปีที่แล้ว

    Can you do the same thing in 3ds max, several animations in the same fbx?

  • @0mercenario0
    @0mercenario0 3 ปีที่แล้ว +1

    can you help me?
    I have 2 rigs (character & weapon)
    How can I animate 2 rigs and export to unity generic?
    I can animate 2 rigs easy in actions (idle for example) that's not the problem, I can export that to unity fine.
    BUT when I create the second animation I lost the first animation when I export to unity even creating a second action in blender.
    what is the proccess to animate multiple rigs in blender and export to unity?

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  3 ปีที่แล้ว

      each prop need to have its own animator controler and avatar.
      You need to export the weapon asset, rig and animation as one FBX and the character as another.
      Then you can combine these different FBX under a master empty object for example. each FBX will have its own animator that you will have to trigger through code.

    • @arthurgentz2
      @arthurgentz2 3 ปีที่แล้ว

      ​@@PierrickPicaut_P2DESIGN Hi Pierrick,
      could you possibly make a separate tutorial explaining this please? Perhaps have a character swinging a sword around, then show us how you would export the character and the sword to unity and set them up in unity? How's that sound?

  • @firstname9928
    @firstname9928 2 ปีที่แล้ว

    Youre awesome

  • @monicasloane4546
    @monicasloane4546 ปีที่แล้ว

    I am having an issue when I import my character into unity the animation does not work, the character is completely squashed, and the gizmos are not anywhere near the character. The original blend file has the character mesh and rig with all transformations applied. The origin point is at the centre of the world along with the character. This character has been referenced into a second blend file where the animation was done. However in the referenced blend file the character has not been animated in the centre of the world and the origin points of the mesh and rig are not at the base of the character. The origin points seem to be locked and I cannot move them. I believe moving the origin points post animation would mess up the animation anyway? So my question is how do I export this particular fbx? Is it not possible to export referenced characters with new animation? Will the animation need to be re-done with correct origin points and world position? Thank you!

  • @daniilpayusov5863
    @daniilpayusov5863 3 ปีที่แล้ว

    Ty, dude

  • @nikz000
    @nikz000 8 หลายเดือนก่อน

    What if I want to add more animations in the future?

  • @ally-icemucho7050
    @ally-icemucho7050 2 ปีที่แล้ว

    How can i add 2 animations to play at the same time. To start the same time for a character kicking a ball up and down??

  • @yigitayyildizz
    @yigitayyildizz 4 ปีที่แล้ว

    Great, thanks !!!

  • @RealformStudioXR
    @RealformStudioXR 3 ปีที่แล้ว

    I have recently bought your course, wish me luck I am a maya guy rigger looking to expanse to blender

  • @Ferenc-Racz
    @Ferenc-Racz ปีที่แล้ว

    Hi! I just thinking about blender and unity animations. So when you create a character you ca do the animations in blender and unity as well, although in unity you can program it and can add particle effects also to your game objects. My question is: What is the advantage and disadvantage regarding using blender or unity programmed animations? Which is the best / recommended? Thank you for the answer in advance.

    • @Ferenc-Racz
      @Ferenc-Racz ปีที่แล้ว

      BTW: Best creative sponsor video as I saw so far. :D

  • @harshadjoshi3944
    @harshadjoshi3944 4 ปีที่แล้ว

    Did not quite understand the Action Editor Part. Is there any other tutorial where you explain that part in detail?

  • @JonTopping
    @JonTopping 2 ปีที่แล้ว

    When I'm importing into Unity it isn't bringing all the animations. It's bringing 4 out of 18 actions for some reason. Any idea what might cause that?

  • @syedibrahim7894
    @syedibrahim7894 3 ปีที่แล้ว

    Can you please explain what does root mode do?

  • @tjorloski1961
    @tjorloski1961 2 ปีที่แล้ว

    Do you have to export all the animations at once with the FBX, or can you import some additional animations for the rig after its already in Unity?

  • @andrianovinneti6349
    @andrianovinneti6349 3 ปีที่แล้ว

    hello Thanks for your lessons. I had such a problem exporting to FBX in the settings I set as you have, but only part of the animation actions are exported. Bledner 2.92

  • @Kurabiye.Canavari
    @Kurabiye.Canavari 3 ปีที่แล้ว

    In this way, can we transfer the blender and camera animation to other 3d programs?

  • @murrowboy
    @murrowboy 3 ปีที่แล้ว

    Do you know what PC specs I should get for 3d animation? I wan to do some modeling in blender, but my PC is slow so I figure it's time to upgrade since it is pretty old. Does modeling and animation use more CPU, Memory, video card? I heard CPU is the best upgrade to have as modeling relies very heavily on CPU clock speed.

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  3 ปีที่แล้ว

      Yes, Modeling and animation use the CPU mainly while the graphic card will help for rendering
      It then depend on your budget

  • @sleepingsoundsstudio4670
    @sleepingsoundsstudio4670 3 ปีที่แล้ว

    Why do i cant drag and drop my character to the Avater in the animator?

  • @adriansyahr8778
    @adriansyahr8778 3 ปีที่แล้ว

    Dear pierrick, thanks for the tutorial, but i have some problem, how to export to unity if my object have modifier like displace have texture coordinates to object and i choose to empty where my empty follow path to bezier circle. Please help. thank you

    • @adriansyahr8778
      @adriansyahr8778 3 ปีที่แล้ว

      when i import to unity have some eror meesage like this
      "Can't calculate tangents, because mesh 'BezierCircle' doesn't contain normals."

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  3 ปีที่แล้ว +1

      You can't export modifiers to unity and you need to bake your animation.
      Unity doesn't work like blender. You can't use displament modifier or curve modifer and hope it will work in unity

    • @adriansyahr8778
      @adriansyahr8778 3 ปีที่แล้ว

      Oh i see, what should i do with my animation for export to unity? Can you give another solution?

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  3 ปีที่แล้ว +1

      @@adriansyahr8778 Just bake your motion path animation and export it

    • @adriansyahr8778
      @adriansyahr8778 3 ปีที่แล้ว

      @@PierrickPicaut_P2DESIGN ok ill try thank you

  • @Ciroisnthere
    @Ciroisnthere 2 ปีที่แล้ว

    thx

  • @Samsstuff10
    @Samsstuff10 ปีที่แล้ว

    when i use a complex FPS rig and export it to unity from blender, the hands dont match up with the gun, ive tried everything, I tried using constraints, i tried making my own rig instead of a pro rig, I made sure i baked the animation, i made sure i exported it to FBX, but the moment it goes from blender to unity, its like the IK is all messed up

  • @emmanm5633
    @emmanm5633 2 หลายเดือนก่อน

    PIERE CAN YOU DO TUTORIAL ON SIMULATION CLOTEHS ON CHARACTER AND CHANING THE OUITFIT OF IN UNITY PLEASE

  • @MatheusPereira-wc5iq
    @MatheusPereira-wc5iq 3 ปีที่แล้ว

    should I push down all my animation or it's going to be exported just using the fake user? I didn't get this part.

  • @kumopult302
    @kumopult302 3 ปีที่แล้ว

    While dragged into the unity scene, the parent node of armature will be scaled to 100, it may couse some trouble.
    To be specific, if I want to add a 1*1*1 boxcollider to a bone, I need to size the boxcollider as 0.01*0.01*0.01, it is hard to edit.
    Is there any way to solve this trouble?

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  3 ปีที่แล้ว

      Yes I know. I did a couple of test but never really dig that in. You will find export option regarding scale in blender and also option to edit the fbx in Unity.
      Honestly, the only waynis to test the different options ans see if you get something that works for you 😅

    • @raycharly9440
      @raycharly9440 2 ปีที่แล้ว

      ​@@PierrickPicaut_P2DESIGNthis is a bit late but I found out that to fix the scale you just have to change the Scale options from All Local to FBX Units of Scale.

  • @murrowboy
    @murrowboy 4 ปีที่แล้ว

    Pierrick, I just completed your rigging tutorial. Is there a universal standard for rigging humanoid characters? The simple rig you created in chapter 2 already can do anything I want from an humanoid. I think your rig gives better control than the one in rigify.

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  4 ปีที่แล้ว +1

      There is not a rely a standard but the base structure. Spine, arms, legs etc.... wether you are using 2 bones for the arms or 4 bones, subdividing the arm and forearm for example. "Standard" is more studio based, depending on the developement of your engine.
      Rigify is great because it offers tons of control but that's also its weakness. too much controlers can be a mess to animate. That's why most studios create their own rig based on their needs. Keep your rigs as simple as possible based on what you need to animate

    • @murrowboy
      @murrowboy 4 ปีที่แล้ว

      @@PierrickPicaut_P2DESIGN Thanks Pierrick, Great product. Do you plan on creating any tutorials for materials in the future? It is hard to find a comprehensive tutorial of creating textures and combing them with nodes.

  • @AnikenSkiwalker
    @AnikenSkiwalker 2 ปีที่แล้ว

    I want you to show how to export from character creator 3 to blender to Unreal engine please.

  • @3d_nahla289
    @3d_nahla289 3 ปีที่แล้ว

    how can you control animation with out code?? I use keyboard WSDA. and Space for jumping
    I like your tutorial , thanks

    • @mmm_mmm4935
      @mmm_mmm4935 3 ปีที่แล้ว

      You can't

    • @FrostshadowStudios0310
      @FrostshadowStudios0310 2 ปีที่แล้ว +1

      With Visual scripting, you can kind of get away with that, but you have to have basic programming knowledge.

    • @3d_nahla289
      @3d_nahla289 2 ปีที่แล้ว

      @@FrostshadowStudios0310 thank you

  • @kaletziiii6668
    @kaletziiii6668 3 ปีที่แล้ว

    Do you use rigify?

  • @DanDanceMotion
    @DanDanceMotion ปีที่แล้ว

    5:09 export

  • @Arjun-tw4qh
    @Arjun-tw4qh 2 ปีที่แล้ว

    Bro i am useing blender 3.3
    After rigging model i will convert to expect FBX fail
    After i will import again it,s will move same place
    Do not move any other place
    Plz help me bro

  • @renan9706
    @renan9706 3 ปีที่แล้ว

    obrigado

  • @lulusehnihpi8901
    @lulusehnihpi8901 2 ปีที่แล้ว

    ive got a perfectly smooth animation in blender but it isnt when put into unity anyone know why that might be?

  • @Enpharla
    @Enpharla 3 ปีที่แล้ว

    Is there no way to set the stretchable rig from the course to humanoid? usually it doesn't work if the bones are not in the right parenting hiearachy. But if i parent the deform bones correctly to each other, the squash and stretch effects won't work correctly in unity because the scaling of the bones will then be passed on to the children. I am not sure if you did, but since it might be important to some people to know that before they create the rig and the custom animations, it would be nice if there was a warning about that fact earlyier in the process :) But anyways I still learned a lot in your tutorial series, thanks for that

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  3 ปีที่แล้ว

      Yes, makin a compatible rig is in my list but it will take a bit of time so it's hard for me to do this viddeo. But I did one video previously, explaining this.

  • @Zandatsu336
    @Zandatsu336 4 ปีที่แล้ว

    Love your content, do you have tutorial how to export into unreal engine 4 ?

  • @CarRG2022
    @CarRG2022 4 ปีที่แล้ว

    Dear pierrick I would to create short cartoon film by my self. Easy and fast but I don't know how to do and software should I learn. Can you give instructions how to do. Should I learn Blender and art of effect tutorial is enough?

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  4 ปีที่แล้ว +1

      Well, creating short on your onw is not something easy and fast. You'll have to learn a lot of thing.

    • @lazyprogrammer3152
      @lazyprogrammer3152 4 ปีที่แล้ว

      yes, learn blender, you can do all with it, i am currently working on a short film, all with blender

    • @CarRG2022
      @CarRG2022 4 ปีที่แล้ว

      @@PierrickPicaut_P2DESIGN yes I think so but do you know how to learn with right way ?

    • @CarRG2022
      @CarRG2022 4 ปีที่แล้ว

      @@lazyprogrammer3152 thank for your comments. Can I see your short film? Because I want to learn

  • @thinhlenguyendong494
    @thinhlenguyendong494 2 ปีที่แล้ว

    Love UUuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu.

  • @gameginger5529
    @gameginger5529 3 ปีที่แล้ว

    my armature transform doesnt match the unity world space but mesh's match

  • @danielhadad4911
    @danielhadad4911 4 ปีที่แล้ว

    Dear Pierrick, would you consider offering an additional discount for Latin American students, or for those from other underdeveloped countries? I hope I haven't upset you with this question, you're one of my personal heroes!

  • @mohamudhussin7188
    @mohamudhussin7188 ปีที่แล้ว

    Wow I find it , man you did it already haha 😂

  • @gonderage
    @gonderage 3 ปีที่แล้ว

    that coordinate system chart makes me chuckle that minecraft is the only game in there. everything else is a 3D suite or an engine for games

  • @SuperMontana2008
    @SuperMontana2008 4 ปีที่แล้ว

    can you do export to unreal?

  • @pleaserespond3984
    @pleaserespond3984 3 ปีที่แล้ว +5

    One thing you didn't mention and that had me pulling my hair for hours - if you're using a humanoid avatar and wish to import an animation that acts on non-human bones, you have to go into the animation's properties, go under masking, select "create from this model" and then manually enable the bones that are animated and disable the humanoid rig. Otherwise if you have e.g. facial animations or you animate clothes, etc. those animations will be imported as a humanoid animation acting on Unity's Mecanim system, but obviously you're not animating humanoid bones, you're animating additional bones. I do not understand why Unity doesn't just do the obvious thing in that case, the animation is obviously not a humanoid animation, yet it insists on importing all of them as such. I cannot express how much I hate this piece of shit software.

    • @samuelwhidden9512
      @samuelwhidden9512 ปีที่แล้ว

      go into the animation's properties in unity or in blender?

    • @pleaserespond3984
      @pleaserespond3984 ปีที่แล้ว

      @@samuelwhidden9512 Unity. But since I wrote this I stopped animating in Blender and just make animations I want in Unity using Umotion.

  • @dr.gadget9474
    @dr.gadget9474 4 ปีที่แล้ว

    Friend, please tell me, I have a couple of questions.
    - Imagine a cube with 3 sides painted blue and one with an emission shader.
    When exporting fbx / obj to Unity, the blue color of three sides of the cube is transferred, but emission is not!
    1. Is there a way to transfer this shader from the blender?
    2. Is it possible in Unity to overlay material not on the entire object as a whole, but on one of its sides, as in blender in edit mode? I know that Unity also has a similar emission shader, so can I count on the fact that a person, having received a model with all materials except emission, will be able to apply it to the side of the cube right in Unity without any problems?
    3. The same question applies to glass and transparency in general. They are not transferred, can they be imposed in Unity? And how difficult is it?
    P. S: I have models of robots, which I usually paint with defuse colors and apply emission in some places, in obj format together with mtl all colors are perfectly transferred to Unity, but those polygons that should glow do not glow. So I ask myself a question, otherwise I don't want to mess with PBR, I hope I can do without them, but this emission shader confuses me

  • @stanleejoe3364
    @stanleejoe3364 3 ปีที่แล้ว

    Tu parles français ?, Parce que des vidéos en français me ferait extrêmement plaisir .

  • @ckgaming2428
    @ckgaming2428 3 ปีที่แล้ว

    If it isnt broken, don't fix.

  • @yokanshree4621
    @yokanshree4621 3 ปีที่แล้ว +1

    om gah why you gotta talk so long in the beginning

  • @mastervfx663
    @mastervfx663 10 หลายเดือนก่อน

    It is shit.