How To Update A Model In Unity
Update note: Eric Van de Kerckhove updated this tutorial for Blender 3.0 and Unity 2020.3 LTS.
Artists create 3D characters for your favorite games with the employ of models, textures and animations.
In the past, characters needed to have the exact aforementioned skeleton to share animations. This limited character variety as their height and proportions had to exist the same too. Equally an agreeable example, the older FIFA games had players all be the same size because creating a separate skeleton — and a gear up of animations — would have been a nightmare.
Present, most game engines come with a system to allow reusing animations every bit long as the skeletal hierarchy is compatible. This allows you to use the same animations for characters of all shapes and sizes. In Unity, this organisation is called Mecanim. Information technology allows for easy set upwards of animations, the blending betwixt them and retargeting of humanoid animations between models.
Being able to reuse animations allows you to utilize animations from the asset store and websites like mixamo.com for your own custom characters. This saves a ton of time!
In this tutorial, you'll learn how to prepare a humanoid model using Blender and how to bring it into Unity. More specifically, you'll learn how to:
- Create an armature (skeleton) for a character and rig information technology
- Enhance the character with accessories and objects
- Export a model to FBX
- Import Blender models into Unity
- Create and tweak a humanoid avatar
- Adhere objects to a graphic symbol
- Breathing a humanoid in Unity
Time to jump right in!
Getting Started
Earlier you begin, verify you meet the following requirements:
- You've downloaded and installed the latest 2020.3 LTS release of Unity.
- The latest stable 64-scrap version of Blender is installed on your auto.
- You have a minimal understanding of the Unity editor. Check out some of the beginner tutorials on the website.
- Some experience with Blender is recommended. Here is a good tutorial to get started.
Download the source materials by clicking the link at the superlative or bottom of this tutorial and unzip it somewhere.
Open the Starter folder and navigate to the Assets\RW\Models folder. At present open CuteCharacter.blend in Blender.
The file contains the following:
- A depression poly humanoid character model
- The CuteCharacter material
- A reference to the CuteBase texture contained in the aforementioned folder as the model
Afterward opening the file, you should see the character model on the left:
Note that information technology's mirrored on the 10-centrality, pregnant its left and right side are identical. This volition make the whole process a lot easier along the way.
The right side of Blender has a simple texture prototype loaded:
Fourth dimension to get to piece of work! The get-go step to animating this character is rigging information technology.
Rigging the Character
Rigging is the art of creating an armature, the skeleton of the model. An armature has bones to which you tin can connect vertices, and so they move forth whenever a bone gets moved around.
Hover over the 3D View to bring it into focus. Now add together a new armature by holding Shift and pressing A to open the Add together Bill of fare. Side by side, select Armature to add the first bone.
You lot've at present created the armature and its first bone, likewise known as the "root os". With the armature still selected, find the In Forepart cheque box in the Viewport Display section of the Object Backdrop tab and check information technology.
The armature is now visible through the character making the skeleton cosmos process a lot easier.
Before diving in and creating the full skeletal structure, it'south important to sympathise how it needs to exist set up up to be compatible with Unity's Humanoid Avatar.
Due to the way Unity maps the bones to its own system, some key bones are necessary.
Unity expects at least xv bones, which are:
- Hips (root bone)
- Lower spine
- Upper spine
- Neck
- Head
- Two upper artillery
- Ii lower artillery
- Two hands
- Two upper legs
- 2 lower legs
The rig you lot'll exist creating includes all of the in a higher place bones and some extra ones for added stability when animating.
Make sure the armature is notwithstanding selected and press Tab to enter Edit manner. Next, select the root bone past clicking information technology.
Now open the Bone Backdrop tab on the right in the Properties editor and rename the root bone to Hips by entering it in the name field and pressing Enter.
Spine
With the first bone fabricated, you lot can now transform information technology into a spine for the grapheme.
Select the lesser, sphere shaped connector of the Hips os. Next, press Thousand, Z, 0.v and Enter in sequence to movement information technology up around where y'all'd expect the center of the hips to be.
At present, select the top connector and printing G, Z, 0.i and Enter to movement it up a fleck.
Notation: If information technology's hard to see what you're doing, you lot can zoom in and out using the curl wheel.
To get more than spine bones, you'll demand to subdivide the Hips bone in three pieces. Select the Hips bone, correct-click to open the context bill of fare and select Subdivide. By default, this makes a single cut, splitting the bone into two pieces. To increase the number of cuts, open the Subdivide bill of fare at the lesser left of the 3D view and set Number of Cuts to ii.
With the spine split, the new bones are named Hips.001 and Hips.002. That'southward not a good manner of naming bones; rename the bones past selecting each one and irresolute the proper noun in the Bone Properties tab of the Properties editor on the right like you did with the Hips bone.
Name the superlative i Chest and the eye one LowerSpine.
Legs
Side by side up are the leg bones. Duplicate the Hips bone by selecting information technology and then pressing Shift + D. Next, motility it a tad to the correct and right-click at the stop to reset the position of the new bone.
If yous look at the Bone Backdrop tab on the correct, you'll see a bone named Hips.001 selected.
Note: Is the bone named Hips.003? In that case you might have forgotten to rename the other bones! No worries, you can rename the bones now so use the Outliner panel at the top correct to find and select your newly created bone over again.
Rename this bone to UpperLeg.L. The L stands for left, this makes it articulate what side the bone is on and volition help with mirroring afterwards on.
This bone needs to signal down and be placed right in a higher place the knee. To start off, rotate the UpperLeg.L bone 180 degrees on the Y axis by pressing R, Y, 180 and Enter in succession.
At present motility it in place horizontally by pressing G, X, .23 and Enter in that order. After that, printing G, Z, -.two and Enter to get it in position vertically.
Select the bottom connector and movement information technology downwards by pressing G, Z, -.three and Enter in that club.
You now have ane large bone for a leg. If this character had wooden peg legs, this would've been perfect already! Most people take knees then they can curve their legs though, so yous'll demand to arrive bendable.
To do that, select the UpperLeg.L bone, right-click and select Subdivide to dissever the leg in two (ouch!). This results in two leg bones with a connector in the middle that will deed a knee. Go ahead and the new bottom bone LowerLeg.L.
The last office of the legs are the feet. Switch to a side view by pressing 3 on your numpad and printing period (.) on your numpad to focus on the lower leg.
Note: Don't have a numpad? You can click X-axis on the viewpoint gizmo at the top right of the 3D view to rotate the view to the right. To get a better view of the leg, zoom in using your whorl wheel.
Now select the lesser connector and extend it to make a foot bone past pressing E, Y, -.eighteen and Enter.
Next, rename the newly created bone to Foot.Fifty using the Bone Properties tab.
Now might be a good time to salvage the file. Printing CTRL + S and you'll notice a pocket-size notice actualization at the bottom of the window. Feel free to do this periodically, better safe than sad!
Switch back to the front view by pressing 1 on your numpad. Before moving on to the head, y'all'll need to parent the leg to the hips. Luckily this is pretty simple!
Select UpperLeg.L and expand the Relations department of the Bone Properties tab. Click on the Parent drop-down and select Hips.
Trunk
On to the caput! Select the connector at the tiptop of the Breast os, press E, Z, .055 and Enter consecutively. This is the cervix bone so name it Neck in the Bone Properties tab.
To add together the head os, go on the top connector selected and press Eastward, Z, .95 and Enter in that gild.
Proper name the newly created os Head.
Next is the left shoulder connector. Select the top connector of the Chest os and press E, X, .08 and Enter to add the new bone. Motion it downwardly a bit by selecting the rightmost connector and pressing G, Z, -.09 and Enter.
Proper noun this os ShoulderConnector.L. This bone will connect the breast to the shoulder. None of this is anatomically correct in any style, and it doesn't demand to be. :]
Next up is the arm itself! Select the rightmost connector of ShoulderConnector.L and press E, X, .85 and Enter in that society. This creates ane large bone that needs to exist split up to create the remaining bones for the left side.
Select the newly made arm bone, right-click and choose Subdivide in the context menu. Change the number of cuts in the bottom left to 3, so you go 4 pieces in total.
Proper noun these bones equally follows, from left to right:
- Shoulder.50
- UpperArm.L
- LowerArm.L
- Manus.L
The way these basic are laid out might look good at first glance, but because the style the connector between the arm pieces sits (besides known equally an elbow), the arm won't be able to bend correctly. Hold Z to open the shading carte and drag your cursor to the left to enter the wireframe view.
Now take a look at the curve in the arm:
The blood-red line indicates where the elbow is at present and the white line indicates the arm'south angle point on the mesh. To fix this, select LowerArm.Fifty and move it to the right by typing Grand, Ten, .09 and Enter.
Now switch back to Solid rendering past holding Z and moving your cursor to the right.
That'south it as far every bit adding bones goes. How about the right side though? Well, I don't know about you, but I'll accept any shortcut I can get to get the work done! That's why the adjacent step is mirroring the bones on the left to the correct with a few keystrokes.
Mirroring
Blender has a nifty feature to quickly mirror the bones of an armature in just a few uncomplicated steps! To start off, deselect all bones by property Alt/Option and pressing A. Next, select the bones on the character's left side (the right side when seen from the front) past holding Shift and clicking the bones one-by-one. Don't forget about the foot!
With those bones selected, right-click and select Symmetrize in the context menu. This is all you need to exercise to get a perfect mirrored version of the selected basic:
The basic will also all have .R automatically at the end of their name instead of .Fifty to signify what side of the body they're used for.
At present relieve the file and prepare to move on to rigging.
Weight Painting
Weight painting is the process of binding bones to a 3D mesh. Each bone gets fastened to a group of vertices with a sure corporeality of weight.
The weight decides how "hard" the vertices will be pulled and pushed past the bone.
Doing this manually would take a while since you'd have to paint the weight of every single bone. Luckily, Blender tin take care of most of the grunt work by automatically weight painting based on how close the basic are to the vertices. This works by parenting the model to its armature and letting Blender automatically assign weights.
Press Tab to switch to Object manner. Click on the graphic symbol model to select it, then hold Shift and click the armature to select that every bit well. The order yous do this in is important, every bit the last selected object will be the parent. Now press CTRL + P to open the Parent carte du jour and choose With Automatic Weights to parent the model to the armature and perform automatic weight painting.
On to the cool role! Select the armature, and so change to Pose mode with the driblet-down at the meridian left. Now select a bone and rotate information technology effectually past pressing R and moving your cursor around. Do this with each bone on the center and the model'due south left side to check if everything the basic were weighted correctly.
After checking all of the bones, you may have noticed the eyes don't move with the head, which looks a bit weird, to say the least!
To adhere the eyes to the head, you'll need to do some bodily weight painting. Keep the armature in Pose manner, then hold Shift and click the model to add information technology to the option. Now enter Weight Pigment fashion and prepare to do some painting.
This mode shows both the bones and the weight attached to them on parts of the model.
Beginning off by deselecting all bones by pressing ALT/Option + A. Next, hold Shift and click on the Head bone to select information technology. The weight colors go from dark blueish, to green and finally red. Every bit you can see, the eyes are nighttime blue, which means they aren't attached to the head bone at all! To attach those eyes to the head os y'all'll need to increase their weight.
For easier access to the eyes and to strengthen the upshot of adding weight, rotate the caput bone backward by pressing R, X, -90 and Enter in that order. It looks grizzly, simply don't worry, he won't feel a thing!
To attach the eyes to the Head bone, it needs some weight added to it. To start off, select the Add castor in the Brush department of the tool panel at the height left. By default, this is gear up to Decrease.
At present paint on the eyes to increase the weight until the optics aren't floating anymore.
To check out the consequence, reset the view by pressing numpad i and printing Alt (or Option) + R to reset the rotation of the Head bone. The eyes are now correctly connected to the head.
Note: The rotation above was done using trackball rotation. You can activate this rotation mode by pressing R two times.
With the basic weight painting done, information technology'due south fourth dimension to add together some details.
Adding Accessories
Accessories in this context are objects that are attached to the grapheme but aren't a office of its body. This section discusses ii means of attaching objects: to the model itself and equally a separate, reusable object that connects to a bone.
The former is a simple hat, and the latter is a weapon for the character to hold.
Earlier continuing, press A two times followed past Alt (or Option) + R to reset the rotation of all bones.
Editing the Character
The first way of adding more details to your character is easier to work with, merely it comes with some limitations. Equally y'all'll be working on the model itself — which is mirrored — all geometry added will exist copied from the left side to the right and vice-versa. This makes information technology impossible to add anything unique to one side. Because the geometry is a part of a particular model, it also tin't exist reused for other characters. Information technology's perfect for whatever state of affairs where those limitations aren't a problem.
If you've followed along with the tutorial until now, you'll probably yet be in Weight Pigment way. Printing Tab to enter Edit mode and showtime off by switching the selection manner to Vertex past pressing 1 on your number row or past clicking the first button correct of the fashion dropdown.
Now select whatsoever vertex above the carmine line (which is an UV seam used for texturing) on peak of the head by clicking on it. Next, press CTRL + Fifty to select all continued vertices, this selects the whole model. Now select the UV delimiter by selecting UVs in the lesser left panel. The superlative of the head will be selected at present.
Select the edge loop underneath equally well past belongings Shift and Alt (or Choice) then clicking on whatsoever of the first horizontal edges below.
At present indistinguishable the selected faces by pressing Shift + D and so clicking. Move the duplicated faces up a scrap past pressing Thousand, Z and 0.01 followed by Enter to ostend.
Next, scale the whole selection upwardly past pressing S, one.05 and Enter. This moves the lid away from the head a bit, so you don't end up with some of the faces Z-fighting.
The hat is nonetheless floating effectually, so exercise the following to adhere it to the model:
- Select just the bottom row of the "chapeau" by pressing ALT/Option + A to deselect everything. Now select the bottom edge row of the hat by belongings Alt (or Option) and clicking on one of the bottom edges.
- Make information technology straight by press S, Z and 0 in that order.
- Printing E to extrude and printing Enter to confirm.
- Press S to start scaling and move your cursor towards the model until the edges are inside of the caput. Rotate the view around to make this easier to see. Click to confirm the scaling.
This gave the hat some depth so it can look all right from all sides without any holes. A chapeau made from human skin probably isn't what you had in heed though! To change the colour, y'all'll have to unwrap its UVs starting time and then it can fit nicely on the texture.
Select the entire lid past selecting whatsoever vertex on the chapeau and so pressing CTRL + L. Change the delimiter to Normal this fourth dimension to select all the continued vertices. For this lid, y'all'll perform i of the easiest unwraps in being: from the electric current view. Press numpad 1 to get a front view, then press U to open the Unwrap menu and select Project From View.
If you look at the right side of the Blender window where the texture is visible, yous'll notice some vertices were added that look similar to half of the hat:
You tin can select all of these by moving your cursor over to the texture and pressing A. Actions in Blender are context sensitive depending on where your cursor is placed, so make sure to go along it somewhere inside the region of the texture for now.
Now printing G to move the UVs over to the blue splotch, ostend the movement by clicking and then scale the selection down until it fits inside the blue region by pressing S and confirming by clicking again.
If y'all now look at the character once more, you lot'll notice his hat turned blue!
Now, position the cursor back somewhere virtually the model on the left and press Tab to return to Weight Paint fashion. Rotate the Head bone around a scrap to cheque if the lid is connected.
It looks like you're in luck! Because the vertices of the chapeau are all so virtually to the Head bone, they're included automatically. If this wouldn't be the example, you'd have to pigment the hat like you did with the eyes.
Next up is creating and attaching a divide object.
Attaching Objects
For this office, y'all'll be creating a simple staff that will act as a weapon for the character to agree. It'south easy to imagine a sword, an axe or fifty-fifty a magic wand instead, only creating a complex weapon is outside the scope of this tutorial.
Get into Object mode and printing Shift + A to open up the Add menu. Select Mesh > Cylinder to add a new cylinder to the scene.
The default cylinder is as well big, and so adjust the cylinder parameters in the bottom left: change Radius to 0.04 and set the Depth to 1.ii.
This makes the cylinder thinner and shorter. Now make the cylinder smooth by right-clicking to open the context menu and selecting Shade Smooth.
The cylinder doesn't have whatever textile assigned yet, and so it looks greyness and bland. To assign a material, open the Material tab in the Properties editor on the right and select CuteMaterial from the drop-downwards next to the New button.
To turn the cylinder into a dark-brown staff, you'll demand to unwrap its UVs starting time. Printing Tab to enter Edit manner, press U to open the Unwrap carte and select Project From View.
Motility your cursor over the texture on the right, press Thou to start moving the UVs and move it over the brown patch on the texture. Confirm the move with Enter and scale information technology down past pressing S and moving your mouse, and so the UVs fit inside.
The staff is at present brown colored. Don't worry about the awkward positioning; you'll exist dealing with that adjacent.
Open the Object Constraint Backdrop tab in the properties editor. Add a new constraint by clicking the Add Object Constraint driblet-downward and selecting Child Of.
Constraints limit the position, rotation and/or scale of an object. In this case, it'll be used to parent the cylinder to the paw bone of the character. This way — if you create whatever animations — the object will be attached to the hand at all times. This makes previewing the animation a lot easier and allows yous to preclude the object from intersecting with the body.
Setting up the Kid Of constraint is straightforward. Click the Target drop-down and select Armature. Now click the Bone drop-down and select Mitt.R. You tin can blazon the name of the bone in this fields to make selecting information technology easier.
After doing this, yous'll notice the staff snaps to the grapheme's correct mitt. The position isn't quite right though, so move information technology forward a fleck by pressing G, Y, -0.four and Enter. Much better!
Fourth dimension to put the staff to the examination. Select the armature and switch to Pose mode. Now rotate the view then you can see the staff conspicuously, select UpperArm.R and rotate it around a bit by pressing R and moving your mouse effectually. The staff will keep following the paw around as if the graphic symbol held information technology.
The character and its accessories are now done. Save the file and pat yourself on the back for a job well done!
Next up is exporting the model and the armature to Unity.
Exporting to Other Formats
Note: If you're not interested in exporting models to other formats so you tin can share them with other people, feel costless to skip this section. Only salvage the file and shut Blender.
Unity can handle Blender's .blend just fine as long as Blender is installed on the arrangement. Withal, when sharing models with different people, information technology's often better to use a format like .FBX or .OBJ that doesn't crave any other software. That's also the reason why virtually of our tutorials come with .FBX model files instead of .alloy files.
Exporting to FBX with Blender is easy. To start, select File > Export > FBX (.fbx) in the top menu.
You'll now see a Blender File View window. Yous can choose a location to save the file by choosing a folder on the left or by typing in the location directly at the top. The consign settings are at the right side of the window:
These default export settings will piece of work with Unity, merely there's a hazard they might make a mess in more than complex scenes every bit it will consign everything, even lamps and cameras. To make a make clean export, brand the following changes:
In the Include department, deselect Photographic camera, Lamp and Other. You lot tin do this by property down Shift and clicking the options you want to disable.
With these options selected, y'all won't get any undesired objects exported. Now check the Apply Transform checkbox at the bottom of the Transform section. This applies the position, rotation and calibration of all objects. That ways any non-uniform values will be reset; if the rotation was gear up to (Ten:23, Y:125, Z:7), for example, information technology will be set to (X:0, Y:0, Z:0).
Side by side, open the Armatures department, check Only Deform Bones and uncheck Add together Leafage Basic. This prevents Blender from adding extra bones to the armature. Foliage bones are but needed for compatibility with Maya. Non-deform bones like control bones are just needed in the modeling software to make precise adjustments; they're useless in a game engine like Unity.
The default Animation options are fine, and then you lot don't need to tinker with those.
Now that you have all of this ready, it would exist boring if y'all needed to practice this every single fourth dimension you desire to export a file. That's where the presets come up in. Y'all tin save all of these settings in Blender'due south internal options for later on use.
To practice this, click the + push button adjacent to the Operator Presets drop-down at the height, blazon a name for the preset in the textbox and click the OK button. For the sake of this tutorial feel gratuitous to name it Unity FBX.
If you now open the Operator Presets drop-down, y'all can select the newly made preset:
Doing so will instantly utilize the settings. This works across all files, so from now on you can export whatsoever Blender file to FBX for use in Unity. The final step is the bodily exporting. This tutorial uses the .blend file in Unity for animative, so feel free to save the FBX file anywhere you want past selecting a folder on the left and pressing the Export FBX button at the top right.
Save the file and close Blender. It's finally time to jump into Unity and use the model!
Setting Up a Humanoid
Open the starter projection in Unity and wait at the Assets folder in the Project view.
Hither'southward a quick overview of what these are for:
- Animations: Contains a simple idle blitheness.
- Materials: The materials of the character and the dojo.
- Models: Here's where y'all edited and saved the graphic symbol. It also includes the dojo model and some textures.
- Music: An Asian inspired song to get into the dojo mood.
- Scenes: The Dojo scene.
If information technology'southward non already open up, open the Dojo scene from the Scenes folder.
With the overview out of the way, on to using the character!
Avatar Mapping
To beginning, select the CuteCharacter model in the Models folder and open the Rig tab in the Inspector. Open the Blitheness Type drop-downwards and select Humanoid.
This flags this character every bit a humanoid i, and so Unity tin use it as such. Now click Apply to save these settings.
Afterward a short re-import, you'll notice the Configure… push button is now enabled. Click this button to starting time linking the bones to Unity'due south Mecanim arrangement.
Await at the Scene view and rotate the view around until the grapheme faces you. Notice the green basic; these are the ones Unity uses internally. Clicking any of these will select the corresponding bone in both the Bureaucracy and in the Inspector.
The way Unity uses these basic is by acting like a puppeteer. Instead of directly up using animation files to update the basic every frame, it reads the values and applies those to every humanoid based on their Avatar definition. This allows for flexibility when it comes to torso shapes. Accept the character you've been working on, for instance; its proportions are not realistic, only that doesn't matter every bit its skeleton is also adjusted to fit while however having the essential bones like a spine, arms, legs, etc. Some of the bones may be shorter than in most humans, only they're there.
At present focus on the Inspector, you lot'll run across a man shape with light-green and gray circles spread around. All solid circles are necessary for the Avatar organization to work. If any of these are missing, they'll plow blood-red, and you lot won't be able to breathing the grapheme correctly.
The dotted ones are optional bones for more complex rigs. Any trunk parts that are grayed out are missing, merely non essential. This graphic symbol doesn't have any fingers for example.
Below that is the full overview of the bones, and this is where you need to link torso parts to bones. If whatever of the circles are crimson, y'all'll need to (re)assign a bone. The skeleton y'all've made is entirely up to spec when it comes to Unity, and then no adjustments are necessary. Hurray!
Switch to the Muscles & Settings tab at the top of the Inspector. This allows yous to view and tweak the virtual muscles.
You'll now see 3 sections:
- Musculus Group Preview
- Per-Muscle Settings
- Additional Settings
The first i has several sliders you can move from left to right to exam if the muscles are mapped correctly. Attempt them out and see what they do. Note that the finger ones won't accept any event since the graphic symbol doesn't have any fingers. Press the Reset All push after every test to reset all preview sliders.
The Per-Muscle Settings department contains sub-sections that can be unfolded by clicking the pointer adjacent to them. Every one of these has some more specific previews and allows you lot to specify the minimum and maximum angles to prevent overlapping for your specific model.
Aggrandize the Left Arm section and try sliding around the Arm Downwardly-Up slider. Notice what happens with the minimum value selected:
The arm is moving through the graphic symbol's torso. Ouch! To fix this, ready the preview slider to its lowest value and alter the minimum bending of Arm Down-Up to -xx.
Practice the same for Correct Arm > Arm Downward-Upward.
That concludes the tweaking of the muscles. There are more muscles y'all can tweak to foreclose overlapping, but for the sake of this tutorial you can exit them at their default settings.
Press the Apply button at the lesser-right to save the changes to the Avatar and printing Done to shut the mapping mode.
At present information technology's time to add the character to the scene and give it an animation to play.
Using the Character
To add the graphic symbol, drag the CuteCharacter model from the Models folder into the Hierarchy.
Now set the rotation of CuteCharacter to (X:0, Y:180, Z:0), so it's facing towards the photographic camera. Next, create a new blitheness controller past right-clicking the RW\Animations folder and selecting Create > Animation Controller.
Proper name it CharacterController and double-click it to open the Animator window. Now elevate the Idle blitheness from the RW\Animations folder onto the Animator grid to go far the default animation.
Adjacent, select CuteCharacter in the Hierarchy and click the selector button adjacent to the Controller field. Select CharacterController in the option window.
As a final step, you'll need to attach the weapon the character's right paw. To do this, start off by make the character into a prefab by creating a new Prefabs folder in the Assets/RW folder and dragging CuteCharacter to it.
A popup volition appear asking you what type of prefab you want to create, select Original Prefab hither.
Now double click the CuteCharacter prefab you just created to open up it in Prefab Mode. Expand CuteCharacter in the Bureaucracy and drag Cylinder to Hand_R to parent it. This is the limitation of adding a separate object every bit I discussed earlier. Not doing this volition upshot in the weapon just floating around the graphic symbol.
Now leave Prefab Mode past clicking the arrow button below the + button at the pinnacle left of the Bureaucracy.
That's it! Printing the play push button to come across the character in motion.
At present press the play push again to stop the scene and press CTRL + South to salve the changes you've made.
Where to Go From Here?
Congratulations on finishing this tutorial. You can download the concluding project using the link at the elevation or bottom of this tutorial.
In this tutorial, you lot learned how to:
- Create an armature (skeleton) for a character and rig it
- Alter the character with accessories and objects
- Export to FBX
- Import Blender models
- Create and tweak a humanoid avatar
- Attach objects to a character
- Animate a humanoid in Unity
To employ the knowledge you lot've gained, you can create some accessories yourself and give them a different color or pattern. If you know some modeling, you tin can also create a grapheme from scratch and rig it.
To learn more than about Blender, check out these tutorials:
- Official Blender Tutorials.
- Blender Guru's 3.0 Beginner Series.
To larn more about Mecanim and the Avatar organisation, read this blog mail service by Unity.
Thanks so much for reading this tutorial to the terminate. If you take any questions or comments, experience free to join the give-and-take below.
Source: https://www.raywenderlich.com/31539225-creating-reusable-characters-with-blender-and-unity
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