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Can You Use Mixamo Animations In Game Guru

Update note: Eric Van de Kerckhove updated this tutorial for Blender three.0 and Unity 2020.3 LTS.

Artists create 3D characters for your favorite games with the use of models, textures and animations.

In the past, characters needed to accept the exact same skeleton to share animations. This express character variety as their meridian and proportions had to exist the same as well. Equally an amusing instance, the older FIFA games had players all be the same size because creating a separate skeleton — and a set of animations — would have been a nightmare.

Nowadays, most game engines come with a system to allow reusing animations as long as the skeletal hierarchy is compatible. This allows you lot to use the aforementioned animations for characters of all shapes and sizes. In Unity, this organization is called Mecanim. It allows for like shooting fish in a barrel set upwardly of animations, the blending between them and retargeting of humanoid animations between models.

Beingness able to reuse animations allows you to use animations from the nugget store and websites like mixamo.com for your ain custom characters. This saves a ton of time!

In this tutorial, you'll acquire how to set up a humanoid model using Blender and how to bring information technology into Unity. More specifically, you'll learn how to:

  • Create an armature (skeleton) for a graphic symbol and rig it
  • Heighten the grapheme with accessories and objects
  • Export a model to FBX
  • Import Blender models into Unity
  • Create and tweak a humanoid avatar
  • Attach objects to a character
  • Breathing a humanoid in Unity

Time to jump right in!

Getting Started

Before y'all brainstorm, verify you come across the following requirements:

  • You've downloaded and installed the latest 2020.3 LTS release of Unity.
  • The latest stable 64-bit version of Blender is installed on your machine.
  • You have a minimal agreement of the Unity editor. Cheque out some of the beginner tutorials on the website.
  • Some experience with Blender is recommended. Here is a adept tutorial to become started.

Download the source materials past clicking the link at the top or lesser of this tutorial and unzip it somewhere.

Open the Starter binder and navigate to the Assets\RW\Models folder. At present open CuteCharacter.blend in Blender.

The file contains the following:

  • A depression poly humanoid character model
  • The CuteCharacter material
  • A reference to the CuteBase texture contained in the same folder as the model

After opening the file, yous should meet the character model on the left:

Note that information technology's mirrored on the X-axis, meaning its left and correct side are identical. This volition make the whole procedure a lot easier along the way.
The right side of Blender has a uncomplicated texture image loaded:

Fourth dimension to get to piece of work! The first footstep to animating this character is rigging information technology.

Rigging the Character

Rigging is the art of creating an armature, the skeleton of the model. An armature has bones to which you tin connect vertices, so they move along whenever a bone gets moved around.

Hover over the 3D View to bring it into focus. Now add a new armature by holding Shift and pressing A to open up the Add together Menu. Side by side, select Armature to add the offset os.

You've now created the armature and its first bone, also known as the "root bone". With the armature all the same selected, find the In Forepart check box in the Viewport Display department of the Object Properties tab and bank check it.

The armature is now visible through the grapheme making the skeleton creation process a lot easier.

Earlier diving in and creating the full skeletal structure, it'southward important to empathise how it needs to be set up upwards to exist compatible with Unity'south Humanoid Avatar.
Due to the manner Unity maps the bones to its own organisation, some primal bones are necessary.

Unity expects at least 15 bones, which are:

  • Hips (root bone)
  • Lower spine
  • Upper spine
  • Neck
  • Head
  • 2 upper arms
  • Two lower artillery
  • Two hands
  • Two upper legs
  • Two lower legs

The rig you'll be creating includes all of the above bones and some extra ones for added stability when animative.
Make sure the armature is still selected and printing Tab to enter Edit mode. Next, select the root bone by clicking it.

Now open the Bone Properties tab on the correct in the Properties editor and rename the root bone to Hips by entering information technology in the proper noun field and pressing Enter.

Spine

With the first os made, you can now transform it into a spine for the character.
Select the bottom, sphere shaped connector of the Hips bone. Next, press Thou, Z, 0.five and Enter in sequence to motion it up around where you lot'd await the heart of the hips to be.

Now, select the peak connector and press G, Z, 0.1 and Enter to move it up a bit.

Note: If it'due south difficult to see what you're doing, you tin can zoom in and out using the curl wheel.

To get more spine basic, yous'll need to subdivide the Hips bone in three pieces. Select the Hips bone, correct-click to open the context menu and select Subdivide. By default, this makes a unmarried cut, splitting the bone into 2 pieces. To increase the number of cuts, open up the Subdivide bill of fare at the bottom left of the 3D view and set Number of Cuts to 2.

With the spine split, the new basic are named Hips.001 and Hips.002. That's not a adept fashion of naming bones; rename the basic by selecting each ane and changing the name in the Bone Properties tab of the Properties editor on the right similar you lot did with the Hips bone.

Proper noun the top one Chest and the middle i LowerSpine.

Legs

Next up are the leg bones. Duplicate the Hips bone by selecting it and so pressing Shift + D. Next, move it a tad to the correct and right-click at the end to reset the position of the new bone.

If you look at the Bone Properties tab on the right, you'll see a bone named Hips.001 selected.

Annotation: Is the os named Hips.003? In that case you lot might have forgotten to rename the other bones! No worries, you can rename the bones at present and then use the Outliner panel at the superlative right to observe and select your newly created bone again.

Rename this bone to UpperLeg.L. The Fifty stands for left, this makes it articulate what side the bone is on and volition help with mirroring later on on.
This bone needs to betoken down and be placed right to a higher place the genu. To start off, rotate the UpperLeg.L bone 180 degrees on the Y axis by pressing R, Y, 180 and Enter in succession.

Now move it in place horizontally by pressing G, 10, .23 and Enter in that order. After that, press M, Z, -.2 and Enter to get it in position vertically.

Select the bottom connector and motion information technology down by pressing Thou, Z, -.3 and Enter in that order.

You at present accept one large os for a leg. If this character had wooden peg legs, this would've been perfect already! Nearly people have knees and so they tin can bend their legs though, so you'll demand to make it bendable.
To do that, select the UpperLeg.Fifty bone, right-click and select Subdivide to split the leg in two (ouch!). This results in two leg bones with a connector in the middle that will act a knee. Go ahead and the new bottom os LowerLeg.L.

The last part of the legs are the feet. Switch to a side view by pressing 3 on your numpad and printing period (.) on your numpad to focus on the lower leg.

Note: Don't take a numpad? You can click X-centrality on the viewpoint gizmo at the acme correct of the 3D view to rotate the view to the right. To become a improve view of the leg, zoom in using your coil bicycle.

At present select the bottom connector and extend information technology to brand a human foot os by pressing E, Y, -.xviii and Enter.

Next, rename the newly created bone to Foot.L using the Bone Properties tab.

At present might be a practiced time to salvage the file. Press CTRL + Southward and you'll observe a minor notice appearing at the bottom of the window. Feel free to practise this periodically, better safe than distressing!

Switch back to the forepart view past pressing 1 on your numpad. Earlier moving on to the head, you lot'll need to parent the leg to the hips. Luckily this is pretty simple!

Select UpperLeg.50 and aggrandize the Relations section of the Os Properties tab. Click on the Parent drop-downwardly and select Hips.

Torso

On to the head! Select the connector at the meridian of the Chest os, press E, Z, .055 and Enter consecutively. This is the cervix os so name it Neck in the Os Properties tab.

To add together the head os, keep the top connector selected and press E, Z, .95 and Enter in that order.

Name the newly created bone Head.

Next is the left shoulder connector. Select the top connector of the Chest bone and press E, X, .08 and Enter to add the new os. Move it down a bit by selecting the rightmost connector and pressing G, Z, -.09 and Enter.

Name this os ShoulderConnector.50. This bone volition connect the chest to the shoulder. None of this is anatomically correct in any way, and it doesn't need to be. :]
Next upwards is the arm itself! Select the rightmost connector of ShoulderConnector.L and press Due east, X, .85 and Enter in that order. This creates one big bone that needs to be dissever up to create the remaining bones for the left side.

Select the newly made arm bone, correct-click and choose Subdivide in the context menu. Alter the number of cuts in the bottom left to 3, then yous become four pieces in full.

Proper name these basic as follows, from left to correct:

  • Shoulder.L
  • UpperArm.50
  • LowerArm.L
  • Hand.Fifty

The style these basic are laid out might look proficient at outset glance, just considering the way the connector betwixt the arm pieces sits (also known equally an elbow), the arm won't be able to bend correctly. Concur Z to open up the shading menu and drag your cursor to the left to enter the wireframe view.

Now accept a look at the curve in the arm:

The reddish line indicates where the elbow is now and the white line indicates the arm's bending point on the mesh. To fix this, select LowerArm.L and motility it to the right by typing G, X, .09 and Enter.

Now switch back to Solid rendering by holding Z and moving your cursor to the right.

That's it as far as adding bones goes. How near the correct side though? Well, I don't know virtually you, but I'll take any shortcut I can get to get the work done! That's why the next step is mirroring the basic on the left to the right with a few keystrokes.

Mirroring

Blender has a not bad feature to quickly mirror the bones of an armature in merely a few simple steps! To start off, deselect all bones by holding Alt/Option and pressing A. Next, select the bones on the grapheme'due south left side (the right side when seen from the forepart) by property Shift and clicking the bones one-by-one. Don't forget about the foot!

With those bones selected, right-click and select Symmetrize in the context carte du jour. This is all yous need to practise to become a perfect mirrored version of the selected bones:

The bones will also all have .R automatically at the end of their name instead of .Fifty to signify what side of the body they're used for.

Now salvage the file and prepare to motion on to rigging.

Weight Painting

Weight painting is the procedure of binding bones to a 3D mesh. Each bone gets fastened to a group of vertices with a sure amount of weight.

The weight decides how "difficult" the vertices will exist pulled and pushed by the bone.

Doing this manually would accept a while since yous'd accept to pigment the weight of every single os. Luckily, Blender can take care of most of the grunt work past automatically weight painting based on how close the bones are to the vertices. This works by parenting the model to its armature and letting Blender automatically assign weights.

Press Tab to switch to Object mode. Click on the grapheme model to select it, so hold Shift and click the armature to select that as well. The gild you lot practise this in is of import, as the last selected object will be the parent. At present printing CTRL + P to open the Parent menu and choose With Automatic Weights to parent the model to the armature and perform automated weight painting.

On to the cool part! Select the armature, then change to Pose mode with the driblet-downwardly at the acme left. Now select a bone and rotate it around by pressing R and moving your cursor around. Do this with each bone on the center and the model'due south left side to check if everything the bones were weighted correctly.

After checking all of the bones, you lot may have noticed the eyes don't motility with the head, which looks a bit weird, to say the least!

To attach the eyes to the head, you lot'll need to practise some bodily weight painting. Go on the armature in Pose mode, and then agree Shift and click the model to add information technology to the selection. Now enter Weight Paint mode and set to practice some painting.

This way shows both the bones and the weight fastened to them on parts of the model.

First off by deselecting all bones by pressing ALT/Option + A. Next, hold Shift and click on the Head os to select it. The weight colors go from dark blue, to dark-green and finally red. Equally you lot can see, the optics are dark blue, which means they aren't attached to the head os at all! To adhere those eyes to the head bone you lot'll need to increase their weight.

For easier access to the eyes and to strengthen the result of adding weight, rotate the caput bone astern by pressing R, X, -90 and Enter in that order. Information technology looks grizzly, simply don't worry, he won't feel a affair!

To adhere the eyes to the Head bone, it needs some weight added to information technology. To start off, select the Add brush in the Castor section of the tool panel at the top left. Past default, this is set to Subtract.

Now paint on the eyes to increase the weight until the eyes aren't floating anymore.

To check out the consequence, reset the view by pressing numpad i and press Alt (or Option) + R to reset the rotation of the Head bone. The eyes are now correctly continued to the caput.

Note: The rotation in a higher place was washed using trackball rotation. You lot can actuate this rotation manner by pressing R two times.

With the basic weight painting done, it'south time to add some details.

Calculation Accessories

Accessories in this context are objects that are fastened to the character but aren't a part of its trunk. This section discusses two ways of attaching objects: to the model itself and as a separate, reusable object that connects to a bone.

The former is a elementary lid, and the latter is a weapon for the character to hold.

Earlier continuing, printing A 2 times followed by Alt (or Option) + R to reset the rotation of all bones.

Editing the Character

The start way of adding more details to your grapheme is easier to work with, but it comes with some limitations. Equally you'll be working on the model itself — which is mirrored — all geometry added will be copied from the left side to the right and vice-versa. This makes it impossible to add anything unique to one side. Because the geometry is a part of a item model, it as well can't exist reused for other characters. It's perfect for any state of affairs where those limitations aren't a problem.

If you've followed forth with the tutorial until now, you'll probably still be in Weight Pigment way. Press Tab to enter Edit mode and start off by switching the selection mode to Vertex by pressing 1 on your number row or by clicking the kickoff button right of the mode dropdown.

Now select any vertex above the carmine line (which is an UV seam used for texturing) on summit of the head by clicking on it. Next, press CTRL + L to select all connected vertices, this selects the whole model. Now select the UV delimiter past selecting UVs in the bottom left panel. The top of the head volition exist selected now.

Select the edge loop underneath also by property Shift and Alt (or Option) and then clicking on any of the first horizontal edges below.

Now indistinguishable the selected faces by pressing Shift + D and and then clicking. Move the duplicated faces up a flake by pressing Chiliad, Z and 0.01 followed past Enter to confirm.

Next, scale the whole selection up by pressing S, i.05 and Enter. This moves the hat abroad from the caput a flake, so y'all don't end up with some of the faces Z-fighting.

The chapeau is notwithstanding floating effectually, so exercise the post-obit to attach it to the model:

  • Select just the bottom row of the "hat" by pressing ALT/Choice + A to deselect everything. Now select the bottom edge row of the hat by property Alt (or Option) and clicking on 1 of the bottom edges.
  • Make information technology straight by press Southward, Z and 0 in that order.
  • Press East to extrude and press Enter to confirm.
  • Press S to start scaling and move your cursor towards the model until the edges are inside of the head. Rotate the view around to make this easier to run into. Click to confirm the scaling.

This gave the hat some depth then it can look all right from all sides without any holes. A lid made from homo skin probably isn't what you had in listen though! To change the color, yous'll have to unwrap its UVs commencement then it can fit nicely on the texture.

Select the entire hat by selecting whatsoever vertex on the hat and then pressing CTRL + L. Change the delimiter to Normal this time to select all the connected vertices. For this chapeau, you lot'll perform one of the easiest unwraps in being: from the current view. Press numpad one to go a front end view, and so press U to open the Unwrap card and select Project From View.

If y'all wait at the right side of the Blender window where the texture is visible, you'll notice some vertices were added that look like to half of the hat:

You can select all of these by moving your cursor over to the texture and pressing A. Deportment in Blender are context sensitive depending on where your cursor is placed, so make sure to go along information technology somewhere inside the region of the texture for now.

Now press M to motility the UVs over to the blue splotch, confirm the movement by clicking and then scale the choice downwards until it fits inside the bluish region by pressing S and confirming past clicking again.

If you at present look at the character again, you'll notice his chapeau turned blueish!

Now, position the cursor dorsum somewhere most the model on the left and press Tab to return to Weight Pigment mode. Rotate the Head bone around a bit to check if the chapeau is connected.

It looks like you're in luck! Because the vertices of the chapeau are all and then near to the Head bone, they're included automatically. If this wouldn't be the instance, you'd have to paint the hat similar you did with the eyes.

Next up is creating and attaching a dissever object.

Attaching Objects

For this office, yous'll be creating a unproblematic staff that will act equally a weapon for the grapheme to concord. It'south like shooting fish in a barrel to imagine a sword, an axe or even a magic wand instead, but creating a complex weapon is outside the scope of this tutorial.

Get into Object mode and press Shift + A to open up the Add card. Select Mesh > Cylinder to add together a new cylinder to the scene.

The default cylinder is also big, and then adjust the cylinder parameters in the lesser left: change Radius to 0.04 and set the Depth to 1.2.

This makes the cylinder thinner and shorter. Now make the cylinder smooth by correct-clicking to open up the context menu and selecting Shade Smooth.

The cylinder doesn't have any material assigned withal, and then it looks greyness and banal. To assign a material, open the Fabric tab in the Backdrop editor on the right and select CuteMaterial from the driblet-down adjacent to the New button.

To plough the cylinder into a brown staff, you'll need to unwrap its UVs first. Press Tab to enter Edit mode, press U to open the Unwrap menu and select Projection From View.

Move your cursor over the texture on the correct, press G to first moving the UVs and movement information technology over the brown patch on the texture. Ostend the movement with Enter and scale it down past pressing S and moving your mouse, so the UVs fit inside.

The staff is now brown colored. Don't worry about the awkward positioning; yous'll be dealing with that adjacent.

Open the Object Constraint Properties tab in the properties editor. Add a new constraint by clicking the Add Object Constraint drop-downwardly and selecting Kid Of.

Constraints limit the position, rotation and/or calibration of an object. In this case, it'll exist used to parent the cylinder to the mitt bone of the grapheme. This way — if yous create whatsoever animations — the object will be attached to the hand at all times. This makes previewing the animation a lot easier and allows you to prevent the object from intersecting with the body.

Setting upward the Child Of constraint is straightforward. Click the Target drop-down and select Armature. At present click the Bone drop-downward and select Hand.R. You lot can type the name of the bone in this fields to make selecting it easier.

Later doing this, you'll find the staff snaps to the character'south right hand. The position isn't quite correct though, so motion it frontwards a flake past pressing 1000, Y, -0.4 and Enter. Much better!

Time to put the staff to the exam. Select the armature and switch to Pose mode. Now rotate the view then you lot can meet the staff conspicuously, select UpperArm.R and rotate information technology around a bit by pressing R and moving your mouse around. The staff will keep following the hand around as if the character held information technology.

The character and its accessories are now washed. Salvage the file and pat yourself on the back for a job well done!

Next up is exporting the model and the armature to Unity.

Exporting to Other Formats

Note: If you're non interested in exporting models to other formats so yous can share them with other people, feel costless to skip this section. Just relieve the file and close Blender.

Unity tin can handle Blender's .blend but fine equally long as Blender is installed on the system. However, when sharing models with different people, information technology's often ameliorate to use a format similar .FBX or .OBJ that doesn't crave any other software. That'southward also the reason why nearly of our tutorials come with .FBX model files instead of .blend files.

Exporting to FBX with Blender is piece of cake. To beginning, select File > Export > FBX (.fbx) in the tiptop bill of fare.

Yous'll now run into a Blender File View window. Y'all can choose a location to salve the file by choosing a folder on the left or by typing in the location directly at the top. The consign settings are at the correct side of the window:

These default consign settings volition work with Unity, but there's a chance they might make a mess in more circuitous scenes as information technology will export everything, even lamps and cameras. To make a make clean export, brand the following changes:

In the Include section, deselect Camera, Lamp and Other. You lot tin do this by holding down Shift and clicking the options yous want to disable.

With these options selected, y'all won't get whatsoever undesired objects exported. Now check the Apply Transform checkbox at the bottom of the Transform section. This applies the position, rotation and scale of all objects. That means any non-uniform values will exist reset; if the rotation was gear up to (X:23, Y:125, Z:vii), for example, information technology will be prepare to (X:0, Y:0, Z:0).

Next, open up the Armatures section, cheque Only Deform Bones and uncheck Add together Leaf Bones. This prevents Blender from adding actress bones to the armature. Leafage bones are only needed for compatibility with Maya. Non-deform bones like control bones are just needed in the modeling software to make precise adjustments; they're useless in a game engine like Unity.

The default Blitheness options are fine, then you don't need to tinker with those.

Now that yous have all of this set upward, information technology would be wearisome if you needed to do this every single time you want to export a file. That's where the presets come in. Yous tin salvage all of these settings in Blender'southward internal options for later apply.

To practise this, click the + button side by side to the Operator Presets drop-down at the acme, type a name for the preset in the textbox and click the OK button. For the sake of this tutorial feel free to proper name information technology Unity FBX.

If you now open up the Operator Presets drop-down, you tin can select the newly made preset:

Doing then volition instantly use the settings. This works across all files, then from now on you can consign any Blender file to FBX for use in Unity. The final step is the actual exporting. This tutorial uses the .blend file in Unity for animating, and then feel gratuitous to relieve the FBX file anywhere you lot want by selecting a folder on the left and pressing the Export FBX button at the top right.

Salve the file and shut Blender. It's finally time to jump into Unity and utilize the model!

Setting Up a Humanoid

Open up the starter project in Unity and look at the Avails folder in the Projection view.
Here'south a quick overview of what these are for:

  • Animations: Contains a simple idle animation.
  • Materials: The materials of the graphic symbol and the dojo.
  • Models: Hither'south where you edited and saved the graphic symbol. It also includes the dojo model and some textures.
  • Music: An Asian inspired song to get into the dojo mood.
  • Scenes: The Dojo scene.

If information technology'south non already open, open the Dojo scene from the Scenes binder.

With the overview out of the way, on to using the graphic symbol!

Avatar Mapping

To start, select the CuteCharacter model in the Models folder and open the Rig tab in the Inspector. Open the Animation Type drib-down and select Humanoid.

This flags this character as a humanoid ane, so Unity can use information technology as such. At present click Utilize to relieve these settings.

Afterward a short re-import, you'll detect the Configure… button is now enabled. Click this push to start linking the basic to Unity'southward Mecanim organization.

Look at the Scene view and rotate the view around until the graphic symbol faces y'all. Detect the dark-green bones; these are the ones Unity uses internally. Clicking any of these volition select the corresponding bone in both the Bureaucracy and in the Inspector.

The way Unity uses these bones is by acting like a puppeteer. Instead of directly up using animation files to update the bones every frame, it reads the values and applies those to every humanoid based on their Avatar definition. This allows for flexibility when information technology comes to torso shapes. Take the character you've been working on, for case; its proportions are not realistic, but that doesn't thing as its skeleton is also adapted to fit while still having the essential bones like a spine, arms, legs, etc. Some of the bones may be shorter than in most humans, but they're at that place.

Now focus on the Inspector, you lot'll see a human shape with light-green and gray circles spread around. All solid circles are necessary for the Avatar system to work. If any of these are missing, they'll turn crimson, and y'all won't exist able to animate the character correctly.

The dotted ones are optional basic for more complex rigs. Whatsoever body parts that are grayed out are missing, but non essential. This graphic symbol doesn't have any fingers for case.

Below that is the total overview of the bones, and this is where yous need to link torso parts to bones. If any of the circles are red, you'll need to (re)assign a bone. The skeleton you've made is entirely up to spec when it comes to Unity, so no adjustments are necessary. Hurray!

Switch to the Muscles & Settings tab at the top of the Inspector. This allows you to view and tweak the virtual muscles.

You'll now see 3 sections:

  • Muscle Group Preview
  • Per-Musculus Settings
  • Additional Settings

The first one has several sliders you can move from left to right to examination if the muscles are mapped correctly. Endeavour them out and encounter what they do. Note that the finger ones won't have any effect since the character doesn't take any fingers. Press the Reset All button after every examination to reset all preview sliders.

The Per-Muscle Settings section contains sub-sections that can be unfolded by clicking the pointer next to them. Every one of these has some more specific previews and allows you lot to specify the minimum and maximum angles to prevent overlapping for your specific model.

Expand the Left Arm section and attempt sliding effectually the Arm Down-Up slider. Notice what happens with the minimum value selected:

The arm is moving through the character's body. Ouch! To gear up this, ready the preview slider to its lowest value and modify the minimum bending of Arm Down-Upwards to -20.

Do the same for Right Arm > Arm Down-Upward.

That concludes the tweaking of the muscles. There are more muscles you tin can tweak to prevent overlapping, but for the sake of this tutorial you tin leave them at their default settings.

Press the Apply button at the bottom-correct to save the changes to the Avatar and press Done to shut the mapping mode.

Now it's time to add the graphic symbol to the scene and requite it an animation to play.

Using the Character

To add the graphic symbol, drag the CuteCharacter model from the Models folder into the Hierarchy.

Now fix the rotation of CuteCharacter to (Ten:0, Y:180, Z:0), so it's facing towards the camera. Side by side, create a new blitheness controller by right-clicking the RW\Animations folder and selecting Create > Animation Controller.

Proper noun it CharacterController and double-click information technology to open the Animator window. At present drag the Idle animation from the RW\Animations binder onto the Animator filigree to make information technology the default animation.

Side by side, select CuteCharacter in the Hierarchy and click the selector button adjacent to the Controller field. Select CharacterController in the selection window.

As a final pace, you'll need to adhere the weapon the character's right mitt. To do this, offset off by make the character into a prefab by creating a new Prefabs folder in the Assets/RW folder and dragging CuteCharacter to it.

A popup will appear request you what blazon of prefab you want to create, select Original Prefab hither.

Now double click the CuteCharacter prefab you just created to open it in Prefab Manner. Expand CuteCharacter in the Bureaucracy and drag Cylinder to Hand_R to parent information technology. This is the limitation of calculation a divide object equally I discussed earlier. Not doing this volition effect in the weapon simply floating around the graphic symbol.

Now exit Prefab Mode by clicking the arrow push beneath the + push button at the top left of the Bureaucracy.

That'south information technology! Press the play push to run into the character in motility.

Now press the play push again to stop the scene and press CTRL + S to salvage the changes you've made.

Where to Become From Here?

Congratulations on finishing this tutorial. You tin download the last project using the link at the top or lesser of this tutorial.

In this tutorial, you learned how to:

  • Create an armature (skeleton) for a character and rig it
  • Modify the character with accessories and objects
  • Export to FBX
  • Import Blender models
  • Create and tweak a humanoid avatar
  • Attach objects to a grapheme
  • Animate a humanoid in Unity

To apply the knowledge yous've gained, you can create some accessories yourself and give them a different color or blueprint. If yous know some modeling, y'all can also create a character from scratch and rig it.

To learn more about Blender, check out these tutorials:

  • Official Blender Tutorials.
  • Blender Guru's 3.0 Beginner Series.

To acquire more near Mecanim and the Avatar system, read this blog post by Unity.

Thanks so much for reading this tutorial to the stop. If you have any questions or comments, feel free to join the discussion below.

Source: https://www.raywenderlich.com/31539225-creating-reusable-characters-with-blender-and-unity

Posted by: williamshicess.blogspot.com

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