Exporting animated character from Blender to Unity - full tutorial

Sdílet
Vložit
  • čas přidán 6. 09. 2024

Komentáře • 119

  • @PierrickPicaut_P2DESIGN
    @PierrickPicaut_P2DESIGN  Před 3 lety +4

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

  • @VaderGuy9
    @VaderGuy9 Před 3 lety +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 CZcams algorithm pulls through.

  • @ronanati7611
    @ronanati7611 Před 3 lety +31

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

  • @janci00019
    @janci00019 Před 3 lety +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.

  • @julianarnold7992
    @julianarnold7992 Před 3 lety +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.

  • @RaoulWB
    @RaoulWB Před 3 lety +6

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

  • @vicetbeki3734
    @vicetbeki3734 Před 4 měsíci

    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

  • @DeathxStrike18
    @DeathxStrike18 Před 3 lety +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 Před 3 lety +1

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

  • @soirema
    @soirema Před rokem +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

  • @SajS56
    @SajS56 Před 3 lety +1

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

  • @richardraney8109
    @richardraney8109 Před 3 lety +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!

  • @Mushele
    @Mushele Před 2 lety

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

  • @jmedeirosneto
    @jmedeirosneto Před 3 lety

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

  • @Mogo-jan
    @Mogo-jan Před 3 lety +1

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

  • @ivanberdichevsky5679
    @ivanberdichevsky5679 Před 2 lety

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

  • @Stinger-rq4gy
    @Stinger-rq4gy Před 3 lety

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

  • @RakeshBhardwaj
    @RakeshBhardwaj Před 3 lety

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

  • @parshantpanwar
    @parshantpanwar Před 3 lety +1

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

  • @uni-mal4433
    @uni-mal4433 Před 3 lety

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

  • @NameNumber2
    @NameNumber2 Před 3 lety

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

  • @arturkiper9307
    @arturkiper9307 Před rokem

    Thank you man!! you are best!!!

  • @chillinator
    @chillinator Před 3 lety

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

  • @Galakyllz
    @Galakyllz Před rokem

    I really appreciate this video. Thank you.

  • @ezequielbertero8100
    @ezequielbertero8100 Před 3 lety

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

  • @EDJ1
    @EDJ1 Před 3 lety

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

  • @mohammadrahmani8793
    @mohammadrahmani8793 Před 2 lety

    verrrrryyy useful

  • @RealformStudioXR
    @RealformStudioXR Před 3 lety

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

  • @ally-icemucho7050
    @ally-icemucho7050 Před rokem

    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??

  • @Samsstuff10
    @Samsstuff10 Před rokem

    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

  • @thinhlenguyendong494
    @thinhlenguyendong494 Před 2 lety

    Love UUuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu.

  • @monicasloane4546
    @monicasloane4546 Před 10 měsíci

    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!

  • @firstname9928
    @firstname9928 Před 2 lety

    Youre awesome

  • @DracoTheBlack
    @DracoTheBlack Před 2 lety +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?

  • @Arjun-tw4qh
    @Arjun-tw4qh Před 2 lety

    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

  • @nikz000
    @nikz000 Před 5 měsíci

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

  • @mohamudhussin7188
    @mohamudhussin7188 Před rokem

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

  • @Ferenc-Racz
    @Ferenc-Racz Před rokem

    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 Před rokem

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

  • @0mercenario0
    @0mercenario0 Před 3 lety +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  Před 3 lety

      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 Před 2 lety

      ​@@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?

  • @lulusehnihpi8901
    @lulusehnihpi8901 Před 2 lety

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

  • @insertusername7342
    @insertusername7342 Před 3 lety

    Perfect, thank you!

  • @GERMZ-GAMING
    @GERMZ-GAMING Před 3 lety

    Pro level!!

  • @Xyckno
    @Xyckno Před 3 lety

    Instant Sub this is great content!

  • @Ciroisnthere
    @Ciroisnthere Před 2 lety

    thx

  • @AnikenSkiwalker
    @AnikenSkiwalker Před 2 lety

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

  • @harshadjoshi3944
    @harshadjoshi3944 Před 3 lety

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

  • @Alkarok
    @Alkarok Před 2 lety

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

  • @andrianovinneti6349
    @andrianovinneti6349 Před 3 lety

    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

  • @JonTopping
    @JonTopping Před rokem

    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?

  • @lucasbernhardt5783
    @lucasbernhardt5783 Před 2 lety

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

  • @yigitayyildizz
    @yigitayyildizz Před 3 lety

    Great, thanks !!!

  • @SeraphimEnjoyer
    @SeraphimEnjoyer Před 3 lety +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 Před 3 lety

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

    • @SeraphimEnjoyer
      @SeraphimEnjoyer Před 3 lety +1

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

    • @0mercenario0
      @0mercenario0 Před 3 lety

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

  • @gonderage
    @gonderage Před 3 lety

    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

  • @pleaserespond3984
    @pleaserespond3984 Před 2 lety +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 Před rokem

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

    • @pleaserespond3984
      @pleaserespond3984 Před rokem

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

  • @daniilpayusov5863
    @daniilpayusov5863 Před 3 lety

    Ty, dude

  • @sleepingsoundsstudio4670

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

  • @murrowboy
    @murrowboy Před 3 lety

    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  Před 3 lety +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 Před 3 lety

      @@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.

  • @Kurabiye.Canavari
    @Kurabiye.Canavari Před 3 lety

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

  • @danielhadad4911
    @danielhadad4911 Před 3 lety

    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!

  • @gameginger5529
    @gameginger5529 Před 3 lety

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

  • @tjorloski1961
    @tjorloski1961 Před 2 lety

    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?

  • @MatheusPereira-wc5iq
    @MatheusPereira-wc5iq Před 3 lety

    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.

  • @syedibrahim7894
    @syedibrahim7894 Před 3 lety

    Can you please explain what does root mode do?

  • @Zandatsu336
    @Zandatsu336 Před 3 lety

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

  • @murrowboy
    @murrowboy Před 3 lety

    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  Před 3 lety

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

  • @Enpharla
    @Enpharla Před 3 lety

    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  Před 3 lety

      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.

  • @renan9706
    @renan9706 Před 3 lety

    obrigado

  • @3d_nahla289
    @3d_nahla289 Před 3 lety

    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 Před 2 lety

      You can't

    • @VanVuurenStudios0310
      @VanVuurenStudios0310 Před rokem +1

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

    • @3d_nahla289
      @3d_nahla289 Před rokem

      @@VanVuurenStudios0310 thank you

  • @DanDanceMotion
    @DanDanceMotion Před rokem

    5:09 export

  • @kumopult302
    @kumopult302 Před 3 lety

    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  Před 3 lety

      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 Před 2 lety

      ​@@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.

  • @adriansyahr8778
    @adriansyahr8778 Před 3 lety

    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 Před 3 lety

      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  Před 3 lety +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 Před 3 lety

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

    • @PierrickPicaut_P2DESIGN
      @PierrickPicaut_P2DESIGN  Před 3 lety +1

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

    • @adriansyahr8778
      @adriansyahr8778 Před 3 lety

      @@PierrickPicaut_P2DESIGN ok ill try thank you

  • @kaletziiii6668
    @kaletziiii6668 Před 3 lety

    Do you use rigify?

  • @CarRG2022
    @CarRG2022 Před 3 lety

    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  Před 3 lety +1

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

    • @lazyprogrammer3152
      @lazyprogrammer3152 Před 3 lety

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

    • @CarRG2022
      @CarRG2022 Před 3 lety

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

    • @CarRG2022
      @CarRG2022 Před 3 lety

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

  • @dr.gadget9474
    @dr.gadget9474 Před 3 lety

    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

  • @SuperMontana2008
    @SuperMontana2008 Před 3 lety

    can you do export to unreal?

  • @stanleejoe3364
    @stanleejoe3364 Před 3 lety

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

  • @ckgaming2428
    @ckgaming2428 Před 2 lety

    If it isnt broken, don't fix.

  • @yokanshree4621
    @yokanshree4621 Před 2 lety +1

    om gah why you gotta talk so long in the beginning

  • @mastervfx663
    @mastervfx663 Před 6 měsíci

    It is shit.