I am new to unity and my question is: I am trying to import the rigged car model from blender 2.6 to unity 3.5. but when i import to unity the car physics and it's rig unable to act the same way how it's been created in blender. Please let me know do i need to setup all of the physics and rig in unity once again?
Are you using mesh collider ? Mesh collider only works right if you have a static object.
My recomendation is to use a box collider on car and the whell collider on whells, you can import the animation, and call them using Animation.Play("animation"), and put this on the if (Input.GetKeyDown (Keyboard.A)) for example. Or you can do the animation on unity, pressing CTRL+6
You can take a look on this Unity tutorial for Car games.
Related
I have been trying to learn ThreeJs for a while, but I noticed that anytime I import a model into the Three.js editor I would be able to see the translate arrow, but the model would be far above it. I have tried scaling it down but this is not best way to go. What is the cause of this ? as I need to scale down the OBJ or zoom out my camera to see it well.
I create one new SceneKit Game in oSX, and drag the panda.scn and walk.scn from Apple WWDC FoxBuildingaSceneKitGamewiththeXcodeSceneEditor sample code into the project, it animates.
But when I create my own 3D model and animation, it doesn’t work.
If there is vetex group int he animation, XCode throw error, there is one joint in the DAE. Then how to design animation in Blender without vetex group?
if there is sub-bone in the DAE for animation, XCode also throw error on joint.
Appreciate anyone could share one complete sample with simple geometry and simple animation (vetex group?), which can run in XCode.
Thanks.
I have followed below steps on export DAE.
how to export and set up animation files from Blender3D
When I import a model made in Blender to Unity the preview image rotates, when I drag it into the editor it's rotation is fine. It only happens though when the model consists more objects and I join them with CTRL+J in Blender. Let me show an example. I made this house in a few clicks, for the "seperated" one I left the roof as an individual object and for the "joined" one I hit CTRL+J so that they became one object. Here is the image. The "seperated" shows up fine while the "joined" rotates in the preview. I tried to import it straight to Unity as a blend file and also exported it as an fbx from Blender but the result is the same. For more complex models which consists of a lot of objects I like to join them so they appear as one mesh. I haven't find any fix for this, I hope someone can help. I use Unity 5.3.2 and Blender 2.76b.
Maybe you haven't noticed that the up axis for Unity and Blender is different.
In Unity it is 'Y' and in Blender it is 'Z'.
So when you import any model from Blender Unity sets Rotation x = 90.
It's not a big deal, just group it to fix it.
I am having an issue in unity. I have an animated model made in blender imported into unity. When the scene starts the model is the correct size and is at 0,0,0. When trying to use a java script to play an animation the model moves about a meter and scales by about half, the animation does play on the small model. The model was made in blender and is not anything out of the ordinary, the animations play in blender with out any issues. It was imported as a blender file not an fbx. Trying to import it as an fbx produced too many issues. The import did not cause any issues but two things of note: the rig was imported with -90x rotation and the animations can only be used as lagacy. The java script is not complicated it is only using "animation.CrossFade( "english_hook" );" or any of the other animations. I have tried to see if anyone else on the internet has seen this issue but either they ave not or I am not searching for the right problem. I am fairly new to unity and have moderate exprience in blender. Has anyone seen this kind of issue, know how to fix it or have any ideas?
Are you using Unity4? You might have to mark your animation as legacy, open your imported model in unity inspector, select "Rig" tab and set your animation to legacy.
I am new to webgl and am trying to animate objects, not simply rotating/moving them but complex motions. For example how can we make movements of hand/leg in a human model(as if the person is walking)?Right now I am using Three.js to import the OBJ model.
I used Blender 2.64 and Three.js exporter successfully to load animated model in the scene. Here is nice tutorial that explains everything from animation in Blender to exporting to Three.js (although it uses older version of exporter so the things you make won't work in their test application).
http://www.kadrmasconcepts.com/blog/2012/01/24/from-blender-to-threefab-exporting-three-js-morph-animations/