Blender Animations Unity Import Tutorial


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In this unity and blender tutorial I show you how to create an animation for a model with blender and export is as fbx file for using it in Unity game engine.

It is not a tutorial for newbies in Blender, starting point is a rigged model and you should know the basics about rigs, bones, meshes, selection modes in blender. I explain the action editor and the export to fbx for unity game engine.

Here is the TOC:

00:20 : The rigged model with Auto IK
00:44 : Open the dope-sheet in Blender
02:40 : Create new animation / action in Action Editor
07:42 : Export model and animations as fbx
08:19 : Import fbx model and animations into Unity 5

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#Blender
#Unity
#Animations
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31 responses to “Blender Animations Unity Import Tutorial”

  1. the most frustrating part for me is my Blender export only "some" animations and it will not tell me which animation it skipped. I just found out when doing Mechanim in Unity that some animation were missing, not sure why Blender just didn't export all the animations. need help!

  2. Why are you teaching how to create an action when the title is about importing actions into Unity? When exactly does the real information I came from even start? Why do I have to watch all this other crap?

    7 minutes of your 10 minute video have NOTHING to do with importing Actions into Unity.

  3. I thought its video about exporting animations from blender… I was wrong :/ Most of this is about making animations and only 1min about exporting from blender and importing to unity… And how do i export ONLY animations? :/

  4. Sorry, help me please.
    I want to make an animation of two characters that will be hugging. I
    have 2 different characters, I can make this animation in a blender,
    but how do I transfer to Unity3d if I have 2 different models?

  5. I'd love to know how to animate a tail. By that I mean have the tail follow behind but it reacts on its own with gravity. So that it doesn't just flop down; it's like it has a life of its own if you know what I mean. For example, Godzilla's tail seems to float around freely.

  6. Hey Jay, do you know of a way to blend between several scale animations/poses? The issues I'm having are that A): I don't want these scales to be overridden when I then animate the character on top of that, and B): I need to blend the scales with eachother in an additive manner, but blender exports data for every bone even if there is no key frames on that bone, which means I can't do things like cheekbone scale blended with mouth scale to get the final sizes for each, because one overrides the other.

  7. I've been having lots of twitching on my exported actions in unity when there is more than one action in blender. I think it has something to do with IK constraints. It seems to be fixed when I save blend files directly to unity but I want to use fbx. Do you know how to fix that problem? Most of the time. the animations will twitch and the end of their cycle.

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