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๐งต Untitled Thread
Anonymous at Wed, 6 Apr 2022 10:08:10 UTC No. 890405
>make a driver in blender to animate my doors opening and closing.
>export it all as FBX and import it in unity
>doesn't work.
I'm livid. Do shape keys and drivers not work in Unity? How do I make them work? I tried googling but no luck either
Anonymous at Wed, 6 Apr 2022 10:09:25 UTC No. 890406
Also I'm not Cris. Please help.
Anonymous at Wed, 6 Apr 2022 10:34:26 UTC No. 890411
>>890405
Anything you wanna drive in Unity you do from C#(C-sharp) .cs scripts.
It involves linking the 'GameObject' or 'Transform' to variables and manipulate their position rotation via unitys Vector3 and Quaternion classes.
Blender/max/maya native scripts are meant for offline rendering made with those packages, they do not export.
You have to write all your controllers in your engines native script language.
~95% of any custom animation you'll be making in unity will be achived using these functions:
https://docs.unity3d.com/ScriptRefe
https://docs.unity3d.com/ScriptRefe
Anonymous at Wed, 6 Apr 2022 11:06:58 UTC No. 890415
>>890405
Just bake the animations of the deformer bones
Anonymous at Wed, 6 Apr 2022 14:17:56 UTC No. 890439
Is nobody gonna ask why the fuck you needed a driver for car doors
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Anonymous at Thu, 7 Apr 2022 01:21:42 UTC No. 890573
>>890439
B-because it is a car .....
Anonymous at Thu, 7 Apr 2022 01:25:50 UTC No. 890575
>>890405
constraints don't export out of blender
Anonymous at Thu, 7 Apr 2022 23:01:15 UTC No. 890725
>>890405
Hi fren, I posted about this some time ago, hope it helps (I had to figure this out myself with some next-level Google wizardry, my lecturer was clueless about this):
>>888709
>>888710
>>888713
Anonymous at Thu, 7 Apr 2022 23:07:14 UTC No. 890726
>>890725
So basically, in order:
1) clear your drivers, baking the animation data directly into the shape keys
2) clear all modifiers without ruining your shape keys (blender doesnt allow this but the script gets around that, but this will cause your shape keys to become inaccurate if you used a mesh modifier like subdiv, which i learned the hard way, so rig your shape keys only after applying all your modifiers next time)
3) directly drag and drop the blend file into your unity project as a prefab, so you dont have to figure out the honestly garbage-tier NLA system (dear GOD i miss maya's anim tracks)