Fix export transforms and add collision | Blender to Unity Tutorial
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- Опубліковано 14 лип 2024
- In this Blender and Unity combined tutorial, using the locker created in the previous tutorials, I will show you how to prepare your asset in Blender for import into Unity, including how to fix the scale and rotation transforms and add custom collision boxes in Blender.
(this video assumes you already have a model and the relevant textures ready to export)
#3DModelling
#Blender
#b3d
#SubstancePainter
#Unity
Your voice, Sir, is calming me down to 0. This is educational ASMR at it's best. Also, great video on how to do this!
Haha, thanks, made my day :)
This was an amazing tutorial thank you so much, my life was very tough with the strange coordinates blender placed in unity.
Thank you for your kind words. Yes Blender can be a little janky when exporting to other platforms at times, this is because Blender uses a different coordinate system, in Blender the coordinates operate as Z-up, whereas most other 3D software uses Y-up, it can be especially annoying with rigged and animated models as this effects the roll of the bones and can cause all sort of weird things to happen, one of the reasons i don't do rigging or animating in blender unless I'm using it in Blender only.
this deserves at least 1k views, great video :)
Thanks
Great video! Just what I was looking for! I was struggling with importing
You're welcome
Been looking for this!
Best Video I Have Ever Seen.....Thanks
underrated lad
im trying to make a simple plank asset but the collider always is just a cube. when i press the reset button for the view screen in unity the entire asset transforms into a cube despite following the video what do i do?
Love From Pakistan...
Cool video remember me
Of course I remember you, i know I'm old, but my memory isn't going just yet :D :D :D
@@Belidos3D loll
Wouldn't it be seasier to simply Duplicate the different meshes, name them colliders, then turn them invisible on unity?
They would have the Exact same shape and dimensions from he beginning
That would be simpler, but it wouldn't achieve the result desired. The whole point is to use the bare minimum of polygons for the collision mesh and still be able to place objects inside the locker in unity, doing it this way achieves that without all the extra geometry from the bevels etc. To save resource usage in unity. If we were going to just duplicate the mesh we might as well not create custom collision and use unity's polygon collision, which is what we don't want to do because it's expensive on resources.