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Got Advice for exporting filename.fbx from Blender (2.77) to Unity?

Discussion in 'Asset Importing & Exporting' started by danield, Aug 8, 2016.

  1. danield

    danield

    Joined:
    Sep 30, 2014
    Posts:
    40
    I'm using blender 2.77 to create models and characters to use. For static meshes, I create the model and check its dimensions in metric units, then rotate it -90, apply rotation, rotate it back 90 to zero the import rotation.
    I haven't exported any rigged and animated models yet, but I plan to. I think if I do the same to the armature before adding constraints and skinning, I shouldn't run into any problems. When it comes to skinning, I don't usually parent the model to the armature and just use the armature modifier.
    Let me know if you see any problems with this workflow or have your own you would like to share.

    Also, Blender 2.7x introduced several new features in the FBX Export addon. There is now the binary and ascii options. Is one of these options better suited for Unity?
    For example, I noticed in a test that ascii, I had to set scale to 100, but in binary, scale 1 imported the correct size
     
  2. tmammela

    tmammela

    Joined:
    Sep 28, 2015
    Posts:
    27
    I use binary and mostly default settings. Scale, armatures, animations, all work great. The FBX update really fixed things.