Export 3D models to Unity | Blender FBX settings

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  • เผยแพร่เมื่อ 1 ส.ค. 2024
  • This video shows how to export your models from blender to unity.
    What FBX settings to use and what your should look out for.
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    Want to support me?
    ko-fi.com/octodemy
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    CHAPTERS
    0:00 Intro
    0:10 Exporting a single object
    1:39 Exporting a textured object
    2:29 Multiple objects
    3:06 Exporting animated models
    4:12: End

ความคิดเห็น • 69

  • @octodemy
    @octodemy  11 หลายเดือนก่อน +12

    I recently discovered that animations Armature objects still have a 100x scale.
    To fix this, you need to change another option in the FBX export settings.
    In the Transform --> Apply Scalings ---> Change "All Local" to "FBX Units Scale".
    Now your armature objects should have the scale of 1.
    This should hopefully work. I'll update here if I find another problem.

    • @douglaslassance
      @douglaslassance 10 หลายเดือนก่อน

      This addresses the scale, but not the -90 rotation in X on arrival for me.

    • @octodemy
      @octodemy  9 หลายเดือนก่อน +4

      I couldn't find an easy solution for this problem.
      It is not pretty, but this works:
      --------
      As far as I know the only way to get the armature correctly is to:
      1. Select armature+mesh -> Alt+P (Clear and Keep Transformation)
      2. Rotate both in the X by -90
      3. Control+A(Apply rotation to both)
      4. Rotate back X by 90 (can skip this step, but then it'll be rotated wrong inside blender)
      5. Select mesh+armature -> Control+P (Armature Deform)
      6. Select mesh+armature and export
      -Export FBX but:
      1. Selected only still the same.
      2. !!! DISABLE "Apply Transform" !!!
      3. Apply scale to "Scale the FBX units"
      4. Use Space Transform: Enabled (default value)
      5. Make sure Forward: -Z Forward, and Up: Y up
      -Also
      If you STILL don't get the correct rotation.
      You might need to tweak the PrimaryBoneAxis and SecondaryBoneAxis inside the armature tab in the export settings.

  • @hta3139
    @hta3139 ปีที่แล้ว +13

    Thank you, out of all the unnecessary long videos on this subject, this one is the best, short, concise.

    • @octodemy
      @octodemy  ปีที่แล้ว +2

      That was precisely one of my objectives with this video :)

    • @hta3139
      @hta3139 ปีที่แล้ว +2

      @@octodemy great, subbed

  • @BonusDuckie
    @BonusDuckie ปีที่แล้ว +1

    No way this is the most useful video on blender - unity ive ever seen

    • @octodemy
      @octodemy  ปีที่แล้ว +1

      Thanks! I'm glad it helped.

  • @polyforge3d
    @polyforge3d 5 หลายเดือนก่อน +1

    Finally, you explained what I needed, I was having trouble finding solution and you are the only one that helped me.

    • @octodemy
      @octodemy  4 หลายเดือนก่อน

      Really glad the hear that.

  • @abranubes9571
    @abranubes9571 ปีที่แล้ว +3

    perfect short summary thank you so much.

    • @octodemy
      @octodemy  ปีที่แล้ว

      Thank you, I'm glad you liked it.

  • @whilelive
    @whilelive 8 หลายเดือนก่อน +1

    Awesome! Pratic and objective video (with strong value).

    • @octodemy
      @octodemy  8 หลายเดือนก่อน

      I'm glad you liked it :)

  • @henryqng
    @henryqng ปีที่แล้ว +2

    Thanks for this Blender to Unity tutorial. I liked and subscribed

    • @octodemy
      @octodemy  ปีที่แล้ว

      I'm glad it helped :)

  • @ondrejaust9403
    @ondrejaust9403 2 หลายเดือนก่อน +1

    Great explanation, straight and clear as water! :)

    • @octodemy
      @octodemy  2 หลายเดือนก่อน

      Thanks!. Glad to hear that.

  • @jasperzatch610
    @jasperzatch610 ปีที่แล้ว +1

    Thanks so much for sharing your progress and lessons

    • @octodemy
      @octodemy  ปีที่แล้ว

      I'm glad your liked it :).

  • @Nihilp
    @Nihilp 7 หลายเดือนก่อน +1

    nice tutorial dude! you are brilliant! keep doing this! so clear!

    • @octodemy
      @octodemy  7 หลายเดือนก่อน

      Thanks. Glad that you liked it.

  • @3dbiagi
    @3dbiagi ปีที่แล้ว +3

    This is amazing to the point videos, you helped me bro, Thank you so much!

    • @octodemy
      @octodemy  ปีที่แล้ว

      I'm glad you liked it :).

  • @benjaminlehmann
    @benjaminlehmann ปีที่แล้ว +1

    Super helpful video. Thanks man.

    • @octodemy
      @octodemy  ปีที่แล้ว

      Thanks! I'm glad you liked it.

  • @poquso6851
    @poquso6851 ปีที่แล้ว +1

    Great work you are so skilled!!

    • @octodemy
      @octodemy  ปีที่แล้ว

      Thanks! I'll have other blender videos soon of other common problems I've encountered recently.

  • @vrfordev
    @vrfordev ปีที่แล้ว +1

    Best tutorial! Thank you!

    • @octodemy
      @octodemy  ปีที่แล้ว

      Thanks, glad you liked it :).

  • @prathamarifqisyafitrah4950
    @prathamarifqisyafitrah4950 11 หลายเดือนก่อน +1

    thanks

  • @HalkerVeil
    @HalkerVeil ปีที่แล้ว +8

    Will someone just make a one click exporter that works?

    • @octodemy
      @octodemy  ปีที่แล้ว

      All those options used to confused me a lot at first too :)
      But the basic gist of it is... Just export in FBX format and turn on Apply Transform and it should generally be fine for starting out.

  • @TheXev
    @TheXev ปีที่แล้ว +1

    This is an amazing video. It would be great if you had a version specific to VRChat and VRChat avatars import and export into Unity! Thank you so much for this video.

    • @octodemy
      @octodemy  ปีที่แล้ว +1

      Thanks!

    • @jacobVR.
      @jacobVR. ปีที่แล้ว

      ​@@octodemywheni import a blender file a file comes in called light and it makes the object white

    • @octodemy
      @octodemy  9 หลายเดือนก่อน

      You probably exported a light by mistake.
      You should enabled the 'selected only' option and make sure only the mesh and armature objects are selected when exported.

  • @georgewinchester6403
    @georgewinchester6403 2 หลายเดือนก่อน +1

    You forgot to mention the "bake axis conversion" option in import settings. Setting -z forward and y up in blender fbx export settings will get your transform rotation to be 0 0 0 in import settings but the model will still be mirrored along one axis ( x, i think?) . When you select the bake axis conversion option the model will appear in unity exactly as you see it in blender
    I'm making a procedural city generator that has road blocks which go along a curve, and you can see the difference there, it's not apparent with the shield

    • @octodemy
      @octodemy  2 หลายเดือนก่อน +1

      Thanks for that info.
      I haven't needed to use it and I honestly didn't understand what this did completely at the time of the video so I gloss over it.
      Great to know.

  • @ThePatrioticTurtle
    @ThePatrioticTurtle ปีที่แล้ว +1

    The beetle from bugs life is my favorite

  • @TheTales79
    @TheTales79 ปีที่แล้ว +1

    thanks for you tutorial, one question I don't sporting glass effects in unity with my Mac ...

    • @octodemy
      @octodemy  ปีที่แล้ว

      I'm glad you liked it. I'm not sure I understand what you are asking though.

  • @lukeharris6757
    @lukeharris6757 5 หลายเดือนก่อน

    what blender material shader can you use so that your metalness texture links to your metallic map slot in the URP Lit shader? the fbx with embedded textures imports materials and textures using the "use external materials" and applied the albedo and normal textures, but never the metallic. do you have solution bby chance?

    • @octodemy
      @octodemy  4 หลายเดือนก่อน

      Not on the top of my mind.
      I thought it did auto slot as long as the blender material was connected to metallic but I guess not.
      The only one that I know unity has problems with is to convert roughness because unity uses smoothness instead so it won't work automatically.

  • @ConchStreetStories
    @ConchStreetStories 7 หลายเดือนก่อน +1

    what about blend files? is there a criteria so it can also work in that way?

    • @octodemy
      @octodemy  7 หลายเดือนก่อน

      Unity support imports from .blend files.
      But I seriously discourage it. A lot of things could go wrong, its slower, and it can only import the whole .blend scene.
      You can use them for prototyping if you feel that's a faster workflow for you, but try to avoid using .blend files for the final game.

  • @colemoles7517
    @colemoles7517 ปีที่แล้ว +1

    does this method need you to do uv unmapping first? Or can you just go directly to export?

    • @octodemy
      @octodemy  ปีที่แล้ว

      Yes, you still need to UV unwrap the models if you want to use or fix textures.
      It should keep the same look as it appears in your blender in Material Preview as long as you only use default shaders(so anything using procedural textures can't be converted to fbx and into unity, in this case you need to first bake it into a texture).
      Basically, if it looks wrong in the blender, it will still look wrong in unity.

  • @aliciamccorkell9977
    @aliciamccorkell9977 ปีที่แล้ว +1

    Could you please make a tutorial for rigs and bones!! ❤❤❤

    • @octodemy
      @octodemy  ปีที่แล้ว

      That's a great idea!
      I was planning on doing a tutorial about game-rigs and how to fix rigify-rigs for games. (rigify rigs are NOT for games, for a variety of reasons)
      But I could also do a simple tutorial on how to make rigs and bones manually.
      I just made a rig for a bat model with IK's and driver's so I think I could use that for the video.
      But it might be a few weeks till I'm able to do that, I'm planning on making the next video a devlog for my game before a do another tutorial.

  • @ImFrAlex
    @ImFrAlex 5 หลายเดือนก่อน

    How did you get the unity presets for blender fbx exporting?

    • @octodemy
      @octodemy  4 หลายเดือนก่อน

      I made them myself based on what I usually use. Then saved them, just like in the video.

  • @ATAVMJPRO
    @ATAVMJPRO ปีที่แล้ว +1

    Do you have a video on the OPPOSITE - exporting fbx FROM Unity into blender? Everything I've tried doesn't work.

    • @octodemy
      @octodemy  ปีที่แล้ว

      No video sorry(maybe a can make a 2m video showing that later just to have it here).
      But Unity has an official "FBX Exporter" package that can do that. Have you tried that? Its very simple to use. Right-click the object in your scene hierarchy and select 'Export to FBX'.

  • @mitkorx3270
    @mitkorx3270 3 หลายเดือนก่อน

    When I export it as fbx in the 3d viewer and unity there are missing parts

    • @octodemy
      @octodemy  3 หลายเดือนก่อน

      If you set to only export deform bones, and those bones are parented to non-deform bones, the whole hierarchy will get skipped. Thus making a lot of parts missing.
      If you select to export 'selected objects only', you need to make sure to select all the objects you want exported before selecting to export the fbx.

  • @cake8242
    @cake8242 ปีที่แล้ว +2

    When i use the animations in Unity, it Sets my Object Position, Rotation and scaling to another values…

    • @octodemy
      @octodemy  11 หลายเดือนก่อน +1

      It seems the armature objects still has the scale of 100, I didn't notice that at first.
      I recently discovered that you can fix that by changing a the option while exporting the fbx.
      Under Transform -> Change Apply Scaling --> From "All Local" to "FBX Units Scale"
      This should fix the armature scaling and now it should be 1.

  • @CakeKatVR
    @CakeKatVR 6 หลายเดือนก่อน +1

    I didn't get the warning about the normal texture warning and my normal textures didn't appear, How can I fix this?

    • @octodemy
      @octodemy  6 หลายเดือนก่อน +1

      The warning about the normal texture happens when unity detects an image that has normal values but its not set as a normal type.
      You'll only have the normal map texture inside the project if you embed the images inside the fbx AND click to extract the textures.
      Or you could also manually move the normal texture inside the project (which is the most common way of using fbx).
      If they are inside the same relative path as the blender file, unity will auto-detect and asign the material texture to it.
      If they are not, you need to manually set the textures into your materials.

    • @CakeKatVR
      @CakeKatVR 6 หลายเดือนก่อน +1

      @@octodemy When I manually put the normal in it still doesn't pick it up, is there a way to fix this?

  • @rafaelblancoNET
    @rafaelblancoNET 2 หลายเดือนก่อน +1

    Thank you, nice video, try to speak slow next time, kind of difficult to understand, but i did my best and all good.

    • @octodemy
      @octodemy  2 หลายเดือนก่อน +1

      Thanks for the tip. I really like feedbacks like this.
      I think I improved that part on more recent videos. I still have a bad accent here and there, but I think I'm speaking somewhat slower on videos now.

    • @rafaelblancoNET
      @rafaelblancoNET 2 หลายเดือนก่อน

      @@octodemy i think you have a good accent, just try to slow the speed you use to explain, you offer a very valuable information and remember, we can speed up or down manually on uyoutube videos, but if the speaker do it fron the beggini. We can undertand better. You helped me so much, thanks again

  • @ThePanSashko
    @ThePanSashko 8 หลายเดือนก่อน

    my armature is rotated X by -90 in Unity

    • @octodemy
      @octodemy  8 หลายเดือนก่อน

      Make sure the armature rotation is applied in blender before exporting.
      Also, it seems that armature rotation in unity is very problematic to get right.
      Check the response of the pinned comment. That's the only way I found how to fix it.
      I don't know if it is worth it, and might be better just to leave that rotation as is if you don't need it to be correct for something specific.

  • @Aa_KiRa
    @Aa_KiRa หลายเดือนก่อน

    When I import my model it says "The mesh Cube has invalid normals. Try cleaning and triangulating Cube in your 3D modeller before importing it in Unity."

    • @octodemy
      @octodemy  หลายเดือนก่อน

      This can happen for a variety of reasons, for example, when you model have invalid topology, invalid faces, or overlapping uv islands.
      You need to clean up your mesh and export it again.
      A quick cheat technique I've seen some people use is to import the exported fbx model back into blender, and export it again.
      Somewhere along the import/export script, it seems there is a code that tries to fixes these kind of errors.
      But it is still recommended that you try to find what exactly was wrong with the original model.

  • @user-zj3xo2hj1i
    @user-zj3xo2hj1i 2 หลายเดือนก่อน

    it didnt work 😔