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Handling Unity & Blender

Discussion in 'Asset Importing & Exporting' started by LaCocoRoco, Nov 3, 2015.

  1. LaCocoRoco

    LaCocoRoco

    Joined:
    Nov 3, 2015
    Posts:
    5
    Hi erveryone my name is Andreas and this is my first post here!
    My naturale Language is German so i try my best :D

    Since i started learning Java, C#, Blender or Unity, i got every answer in the world wide web,
    reading Tutorials and Forums, but this time i am absolutly confused!

    The last few month i tried to learn everything about Blender and Unity.
    But now i got a Question and i hope someone can help me!
    At the moment i doing Animations with Blender, importing them into Unity,
    use them in the Animator, Blending them, everything works fine!
    I know about the Left/ Right Hand Side System Blender and Unity uses.
    I started my 3D Models in Blender so they work fine with the import...
    After that i started with some Animation fix in LastUpdate in Unity.
    But finaly i noticed my local coord system is totaly messed up!
    I cant use things like LookRotation or LookAT because of local Transform.

    I already found a "solution", it was to add emptyGameobjects for every bone, but thats absolutly horrible.
    Changing rotations.. Changing position...
    I read many people use Blender in Unity, is there some "best" Solution to fix this?
    Like adding some more Bones in Blender.. Or split something.
    I got some Math books and read as often i can,
    but i can't understand "yet" how to change the Quaternions or Vectors for solving this Problem!

    If you prefer some examples, no Problem, i will upload Screenshot :D
     
  2. LaCocoRoco

    LaCocoRoco

    Joined:
    Nov 3, 2015
    Posts:
    5
    Hi guys, i solved the Problem. The most absolutly wasted time of my live...
    I read so many Threads but the solution was absolutly simple.
    The Unity standard "FBX import" or better,
    the Blender standard "FBX export" Settings for Primary Bones -Z Forward and X Up.
    I can't believe the standard Settings for Bones are not Z Forward as like the Z Forward for Units!
    I just felt "WTF"..
    Someone has any Idea where i can set the settings for Unity / Blender import to Z Forward and X UP as standard?
    I dont like the export .fbx and reimport in Unity workflow :(
    The "Save Blender File" and "In Unity automtic reload" is awesome...
     
  3. hamyshank

    hamyshank

    Joined:
    Jan 31, 2013
    Posts:
    88
    So, in blender your model is facing negative Y axis. First you would apply all rotations this negative Y axis, then rotate the object/s -90 on X axis. Then apply all rotations again. Then rotate your objects positive 90 on X axis, but do not apply this rotation. If you save now you should see that your model in Unity has the same local and global axis. :)
     
  4. LaCocoRoco

    LaCocoRoco

    Joined:
    Nov 3, 2015
    Posts:
    5
    Thx @hamyshank. This is correct if it is a object. When you use bones with extrude, there is no way you can rotate the childs of the bone and apply it. The one way it worked out for me, was to use for every "blender bone" a second "unity bone". I set the unity bone to the unity coord System and then locked it with the blender bone. That was a absolut bad workflow but as i said, in the end i found a solution with the fbx Export. Still searching for the Editor Script Settings :*(
     
  5. lightfuzz

    lightfuzz

    Joined:
    Oct 16, 2015
    Posts:
    1
    Don't know if I'm too late to the party but have you tried using the FBX export settings in Blender? There are options for Armatures and their axis alignments. Don't know if that would help
    . Blender FBX export options.jpg