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Exporting Avatar asset to Blender

Discussion in 'Editor & General Support' started by someguy42, Apr 14, 2021.

  1. someguy42

    someguy42

    Joined:
    Mar 3, 2020
    Posts:
    1
    Greetings!

    I have a very old UEBS mod with an avatar I need to convert to the new format using Mecanim and a different rig, but I've lost the blender sources. I can just recreate it using the meshes and textures of course but it would save some time if there's a way to import the avatar asset (with the old rig, materials, UV maps...) into blender.

    Both old and new mods have to use Unity 5.6 which may be an additional problem.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,742
    Google around for "Unity ExportOBJ"... that will get it into an Lightwave OBJ file which Unity can read up. You will likely need to reconnect things like materials but at least it's easy to recreate your blender and start.

    I highly recommend backing up everything with source control, and that way even if your blender stuff gets deleted, it's still in there.

    Personally I use git because it is free and there are tons of tutorials out there to help you set it up.

    Here's how I use git in one of my games, Jetpack Kurt:

    https://forum.unity.com/threads/2-steps-backwards.965048/#post-6282497

    Using fine-grained source control as you work to refine your engineering:

    https://forum.unity.com/threads/whe...grammer-example-in-text.1048739/#post-6783740

    Share/Sharing source code between projects:

    https://forum.unity.com/threads/your-techniques-to-share-code-between-projects.575959/#post-3835837

    Setting up the right .gitignore file:

    https://forum.unity.com/threads/removing-il2cpp_cache-from-project.1084607/#post-6997067