Wow this might be one of the best tutorials I have seen in a long long time. I am a university teacher and your content is great, explanations make sense and full of knowledge! I have been using unity for 7 years and you still managed to find something that I needed to learn!
Your tutorials are really well made. Not just in terms of the great information and workflows for this subject that you provide, but just in general. You have a real talent for teaching. 2000 views and 17.4k subscribers??? Standby.... I think your channel is set to really explode in 2022!!!
Hi CGDive, i have been learning through your workflow and it has been going really nicely so far. One issue I have though as I was going through my own game project in Unity -- What do you personally do if you want to add ADDITIONAL animations / actions or update the animations you imported to Unity from Blender? I have been researching this topic but could not find many helpful solutions... some sources say to just Re-export the FBX with the new animations then replace the original Prefab in Unity with the new one......but that creates soooo much tedious labour and problems (eg. resetting META values, component transfer). I have seen other source say to just not export as FBX and save the .blend file directly into Assets folder and use that. Or is the case that by the time you export a character it should be the absolute FINAL version of the character with all the animations it will ever need?
Hi Adam. Right, that's a good and important question. I use UE more than Unity. In Unreal I can just export an FBX that only contains skeleton and animations and import it into the engine. I know that doesn't work for Unity or maybe I am missing something. I have discussed this with someone who was working with Unity and as far as I remember the solution was to export the mesh along with the additional animations. Then you can use them in Unity. But again I can't give you the full workflow because it's not something I've experimented with. I'll make a note to research this,
@@CGDive Thank you for taking the time to respond in depth. Yes I agree, it is quite an important and interesting afterthought. Ill tinker around with it some more to see what can be done. I find that there are a lot of youtube channnels + videos that cover "How to do X, Y, Z" but very rareily if any cover what comes after the fact: "Now how do i extend or build upon X" or even more important "How do I troubleshoot X"
@@AdamM12590 That is true. I strive to be one of the channels that cover the additional steps but at some point, the workflows branch out in all sorts of directions and I simply can't cover them all since I am just one person. :)
So if I have multiple characters ( Humans with different hairstyles) I want to import to Unity from Blender, Can I copy this method or paste the next character into this project instead of doing it all over again for each character ? Hope I explained it understandably, I have zero experience with unity.
Thank you for responding to my other question. I have another one, What if I have a 'Hair' and a 'Body'. Both have baked animation, I was able to import them both in unity successfully, how will I be able to make them play simultaneously in a single prefab? How will I sync them eg. running animation for hair and running animation for body
So you have each part (hair and body) as a separate rigged mesh, right? Honestly, that is too much in Unity territory so I'd recommend you ask in a Unity-based community. I haven't done anything like that personally. The outliner in Unity shows the whole hierarchy of your objects so you may be able to parent the hair to a bone of the body? It's just a wild guess tho :)
thx for the great tutorial, i have a question which is bothering me for a long time. What is the proper workflow on physics? For example, the character cloth and hair, should i do all the physics in Unity, if so, then what should i do in blender? I've search for the answers through google , now i got even more questions. please save me (Btw , i don't speak english usually, do forgive my languages)
@@CGDive if i use perserve volume in blender and export the animation from blender to unity with the character will the charcter with the animation still be linear or will it use the vertexes precisly(dual quaternion) in unity?
@@meowththatsright7881 Preserve Volume is not exportable, it's an "effect" in Blender. Unity may have it's own implementation of dual quaternion. If it does you could enable it and get similar results to Blender but I can only speculate about that.
@@jetvlz8592 That shouldn't be a problem and for example, that's how I do it for Unreal. I don't use Unity as much but I had worked with people who had trouble exporting/importing the skeleton-only files. So we tried exporting the mesh as well and it worked as intended. So you may need to export the mesh. But maybe I am missing something in my workflow or settings.
Wow - this series has been pivotal in choosing and understanding my own workflow of Blender to Unity. And actually so much more, there is so much to learn here. Also I find it fascinating that you are not only an expert in what you do in Blender but ALL three of these game engines you've shown step by step explanations for. Thanks a million, literally.
Glad you found it helpful. I am by far not an expert in all engines, except for the very narrow niche of exporting rigged characters from Blender to the engines.
Wow this might be one of the best tutorials I have seen in a long long time. I am a university teacher and your content is great, explanations make sense and full of knowledge! I have been using unity for 7 years and you still managed to find something that I needed to learn!
Thank you for the kind comment, Edward!
Your tutorials are really well made. Not just in terms of the great information and workflows for this subject that you provide, but just in general. You have a real talent for teaching. 2000 views and 17.4k subscribers??? Standby.... I think your channel is set to really explode in 2022!!!
Thank you very much, and I hope your prediction comes true hehe
I fully intend to keep making videos.
your tuts are gold, thank you a lot!!
I watch your channel like an amusing series. )))))))))))) And your English is perfect, easy to understand. Thank you for your work! )))
Thank you so much for the kind words!
ohhhhhhh god this tuto did beautfull I loved know we can use mask avatar in generic wowwwww god bless you
Thx u very much for dragon tutorial and script :D
Amazing
Good Work!!!, keep going!
Thank you sooo very much, man )
Super teacher! 💯 💯
Only 1 request ...zoom the script ! 👍
Excellent! 🎉
i wonder is there easy way to create user friendly control rig in unity, cuz all i know i u have to do it manually every bones
I don't think there is a control rig in Unity but I did see a plugin in the Unity store that can at least add simple IK controls.
@@CGDive ahh sadness
Hi CGDive, i have been learning through your workflow and it has been going really nicely so far. One issue I have though as I was going through my own game project in Unity -- What do you personally do if you want to add ADDITIONAL animations / actions or update the animations you imported to Unity from Blender? I have been researching this topic but could not find many helpful solutions... some sources say to just Re-export the FBX with the new animations then replace the original Prefab in Unity with the new one......but that creates soooo much tedious labour and problems (eg. resetting META values, component transfer). I have seen other source say to just not export as FBX and save the .blend file directly into Assets folder and use that. Or is the case that by the time you export a character it should be the absolute FINAL version of the character with all the animations it will ever need?
Hi Adam.
Right, that's a good and important question.
I use UE more than Unity. In Unreal I can just export an FBX that only contains skeleton and animations and import it into the engine.
I know that doesn't work for Unity or maybe I am missing something. I have discussed this with someone who was working with Unity and as far as I remember the solution was to export the mesh along with the additional animations. Then you can use them in Unity. But again I can't give you the full workflow because it's not something I've experimented with.
I'll make a note to research this,
@@CGDive Thank you for taking the time to respond in depth. Yes I agree, it is quite an important and interesting afterthought. Ill tinker around with it some more to see what can be done. I find that there are a lot of youtube channnels + videos that cover "How to do X, Y, Z" but very rareily if any cover what comes after the fact: "Now how do i extend or build upon X" or even more important "How do I troubleshoot X"
@@AdamM12590 That is true. I strive to be one of the channels that cover the additional steps but at some point, the workflows branch out in all sorts of directions and I simply can't cover them all since I am just one person. :)
Very helpful, thank you for making this tutorial. Do you have any videos on setup for extracting animations workflow from blender to unity?
"extracting animations workflow" > Sorry, I am not sure what you mean. Retargeting maybe?
So if I have multiple characters ( Humans with different hairstyles) I want to import to Unity from Blender, Can I copy this method or paste the next character into this project instead of doing it all over again for each character ? Hope I explained it understandably, I have zero experience with unity.
Thank you for responding to my other question. I have another one, What if I have a 'Hair' and a 'Body'. Both have baked animation, I was able to import them both in unity successfully, how will I be able to make them play simultaneously in a single prefab? How will I sync them eg. running animation for hair and running animation for body
So you have each part (hair and body) as a separate rigged mesh, right? Honestly, that is too much in Unity territory so I'd recommend you ask in a Unity-based community. I haven't done anything like that personally.
The outliner in Unity shows the whole hierarchy of your objects so you may be able to parent the hair to a bone of the body? It's just a wild guess tho :)
The google drive link doesnt work anymore ! D: Thanks for your videos, they're really really helpful.
True, I must have deleted it. Dropbox seems to be fine still though.
thx for the great tutorial, i have a question which is bothering me for a long time. What is the proper workflow on physics? For example, the character cloth and hair, should i do all the physics in Unity, if so, then what should i do in blender? I've search for the answers through google , now i got even more questions. please save me
(Btw , i don't speak english usually, do forgive my languages)
I don't have a lot of experience with Unity physics sorry.
easy method would be to rig hair/clothing to a chain and get a dynamic bone addon
Can i add more animations to the character later? or will it force me to re import the character again
You can add animations later.
@@CGDive Will the skeleton bend by dual quaternion skinning or linear skinning?
@@meowththatsright7881 Linear is the default.
@@CGDive if i use perserve volume in blender and export the animation from blender to unity with the character will the charcter with the animation still be linear or will it use the vertexes precisly(dual quaternion) in unity?
@@meowththatsright7881 Preserve Volume is not exportable, it's an "effect" in Blender. Unity may have it's own implementation of dual quaternion. If it does you could enable it and get similar results to Blender but I can only speculate about that.
Is it ideal to export the armature(with the animation data) separately from the mesh?
I am not sure what you mean by "Ideal"?
@@CGDive I mean, will it work if the armature is exported separately. Maybe my question is wrong also. Thank you for responding.
@@jetvlz8592 That shouldn't be a problem and for example, that's how I do it for Unreal.
I don't use Unity as much but I had worked with people who had trouble exporting/importing the skeleton-only files. So we tried exporting the mesh as well and it worked as intended. So you may need to export the mesh. But maybe I am missing something in my workflow or settings.
@@CGDive Makes sense! Thank you so much.
Wow - this series has been pivotal in choosing and understanding my own workflow of Blender to Unity. And actually so much more, there is so much to learn here. Also I find it fascinating that you are not only an expert in what you do in Blender but ALL three of these game engines you've shown step by step explanations for. Thanks a million, literally.
Glad you found it helpful. I am by far not an expert in all engines, except for the very narrow niche of exporting rigged characters from Blender to the engines.