Welcome to Section 2! Michael is going to introduction you to the fundamentals of importing a model from Blender into Unity.
- Setup A Unity Project
- Save a Primitive into the Assets Folder
- Understand what comes across and what doesn’t
- Challenge: Iterate The Model & Play
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- What is a transform?
- How they affect your meshes
- How to apply any transforms you have made
- Challenge
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- We will change what Unity is importing from our Blend file
- This is great for keeping this simple.
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- Blender uses a right handed coordinate system
- Unity uses a left handed coordinate system
- Based on the Cartesian Coordinate System
- Rotation in Unity doesn’t work properly
- There are 3 ways to correct this...
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- Empties are a single point, they are null objects
- They are typically used for control:
- Organisation of a model
- Placeholders and Targets
- Rigging and other Controls.
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- Discuss the placement of origins on your meshes
- Learn how to place an origin where you want it
- See the switch in Unity that enables you to use your pre-defined pivot point.
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- What is a material?
- Materials are setup in the final rendering package
- Material names come across once. No Updates
- Material properties cannot be transferred.
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- Couple of Advantages- mainly control
- You can export specific objects only
- NOTE: FBX has no overwrite warning in Blender
- You will still have the material issue in Unity.
(Unique Video Reference: 8_BI_UAC)
Excellent job, you now have learnt all the fundamentals of Importing a model from Blender into Unity. Armed with the knowledge you can move on the the next section and get Texturing!
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