Blender Character To Unity part 1 of 2


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Now that we’ve finished the character in Blender, let’s take him into Unity and begin setting up the animations. In this video we set-up the Idle animation cycle in Unity and import the textures to apply to the model.

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25 responses to “Blender Character To Unity part 1 of 2”

  1. Hey Darrin Lile,i exported a fully rigged character(rigify with facial animations) to unity , but no facial animation seems to be working in unity,such as eye blinking,mouth opening and all that.but the body anims seem to work just fine,such as finger animations…All the animations work fine in blender but when exported to unity,all facial anims seem to not work.and the eye and teeth seem to remain static causing some weird stretch on the head when it moves left and right. Help would be appreciated Thanks.

  2. 2:30 I feel as if you missed 1 very big important detail. so you made everything and then opened unity and just magically you got a file with everything you need to just drag and drop. where do you get/make that folder???

  3. Just curious: When creating an animation (let's say "Idle") do the first and last frames have to match exactly or do you want the end of the loop in Unity to be 1 frame earlier (like in Maya). Basically, does frame 101 match frame 141 in your animation, or did it repeat at 142?

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