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.
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.
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.
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
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.
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
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?
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?
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?
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.
@@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?
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!
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.
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
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.
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
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
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
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?
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 😅
@@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.
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.
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
@@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.
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
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
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.
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?
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!
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.
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
🔥🔥 Find all my courses on my website : www.p2design-academy.com/
Your rigging course taught me so much! Thank you for all the content!!!
You are welcome ! Thanks for your support
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.
Thanks !
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.
That was just masterful. I've been using Unity for several years, but still learned something new here and there
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.
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
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.
Never seen a tutorial in soo much depth about this topic, really helpful
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
RECOMMENDED TUTORIAL :) !
After seeing at least 10 tutorials that got me wrong. Finally someone gives me a right answer.
Thank you!
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!
Thanks so much for your support. I’ ve almost finished the first chapter !
Thank you mate, you saved my life by showing me the last option in exporting section :O
The best video about blender to unity and the animation set up is a great plus!
Outstanding content. Bridging the gap between Blender and Unity in my brain much more, merci beaucoup mon frere!
Excellent, love it, need to watch this all the way.
thanks for these awesome quality tuts, you are the best!!
Thank you so much! I was having so much issues with my armature, simplify fixed all of them.
I really appreciate this video. Thank you.
This video was perfect! Exactly what i was looking for! Thank you so much!
Thank you man!! you are best!!!
Great tutorial! And your "The Art Of Rigging" Video is awesome too!
I've learnt tons of skills and knowledge from it. Thanks.
0:11 HE KNOWS DE WAY!! FOLLOW HIM!!!!
Great stuff, Pierrick - thanks for posting it - and your other content :)
0:57 how do you manage to have different end frames for different actions?
Thank you! Your video is awesome, it really helped me!
verrrrryyy useful
Pro level!!
That was the video, I search a lot of time but I can't find the solution, thanks man.
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?
Instant Sub this is great content!
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?
The animation is in another clip (in unity I suposse)
Try to use The Animator Controller
@@0mercenario0 like in blender where you have different actions you can assign animations to?
@@SeraphimEnjoyer yes, in the animator controller you can work with layers,
add me in discord maybe I can help you faster
redhot#3354
Perfect, thank you!
Can you do the same thing in 3ds max, several animations in the same fbx?
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?
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.
@@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?
Youre awesome
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!
Ty, dude
What if I want to add more animations in the future?
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??
Great, thanks !!!
I have recently bought your course, wish me luck I am a maya guy rigger looking to expanse to blender
If you're used to rigging, you will quickly adapt
@@PierrickPicaut_P2DESIGN let the rumble begin!!!
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.
BTW: Best creative sponsor video as I saw so far. :D
Did not quite understand the Action Editor Part. Is there any other tutorial where you explain that part in detail?
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?
Can you please explain what does root mode do?
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?
Yep, simply overwrite the FBX.
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
In this way, can we transfer the blender and camera animation to other 3d programs?
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.
Yes, Modeling and animation use the CPU mainly while the graphic card will help for rendering
It then depend on your budget
Why do i cant drag and drop my character to the Avater in the animator?
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
when i import to unity have some eror meesage like this
"Can't calculate tangents, because mesh 'BezierCircle' doesn't contain normals."
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
Oh i see, what should i do with my animation for export to unity? Can you give another solution?
@@adriansyahr8778 Just bake your motion path animation and export it
@@PierrickPicaut_P2DESIGN ok ill try thank you
thx
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
PIERE CAN YOU DO TUTORIAL ON SIMULATION CLOTEHS ON CHARACTER AND CHANING THE OUITFIT OF IN UNITY PLEASE
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.
No need to push down
@@PierrickPicaut_P2DESIGN oh thanks man ^^
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?
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 😅
@@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.
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.
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
@@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.
I want you to show how to export from character creator 3 to blender to Unreal engine please.
how can you control animation with out code?? I use keyboard WSDA. and Space for jumping
I like your tutorial , thanks
You can't
With Visual scripting, you can kind of get away with that, but you have to have basic programming knowledge.
@@FrostshadowStudios0310 thank you
Do you use rigify?
Nope
5:09 export
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
obrigado
ive got a perfectly smooth animation in blender but it isnt when put into unity anyone know why that might be?
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
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.
Love your content, do you have tutorial how to export into unreal engine 4 ?
No, I don't use UE
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?
Well, creating short on your onw is not something easy and fast. You'll have to learn a lot of thing.
yes, learn blender, you can do all with it, i am currently working on a short film, all with blender
@@PierrickPicaut_P2DESIGN yes I think so but do you know how to learn with right way ?
@@lazyprogrammer3152 thank for your comments. Can I see your short film? Because I want to learn
Love UUuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu.
my armature transform doesnt match the unity world space but mesh's match
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!
There willl be big sales during black friday. Stay tuned
Wow I find it , man you did it already haha 😂
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
can you do export to unreal?
I don't use Unreal
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.
go into the animation's properties in unity or in blender?
@@samuelwhidden9512 Unity. But since I wrote this I stopped animating in Blender and just make animations I want in Unity using Umotion.
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
Tu parles français ?, Parce que des vidéos en français me ferait extrêmement plaisir .
If it isnt broken, don't fix.
om gah why you gotta talk so long in the beginning
It is shit.
You’re welcome 👌🏻