Blender to Unity FBX Export. Nightmare for anyone else?
I'm an amateur when it comes to blender, but it seems that exporting meshes and armatures with animations to Unity as an FBX is a nightmare for some others as well.
Most posts I've reviewed are older though, so I'm hoping that this can become a modern post that can help me learn, and others. For context, I am using Blender 5.0 and Unity 6.2
My understanding currently:
Unity uses a left-handed coordinate system.|
Up is +Y,
forward is +Z,
right is +X.
If you point your left thumb along +X (right) and your left index finger along +Y (up), your left middle finger points in the +Z (forward) direction, which matches Unity’s axes.
Blender uses a right-handed coordinate system.
Up is +Z,
forward is −Y,
and right is +X.
If you point your right thumb along +X (right) and your right index finger along +Y (forward), and your right middle finger will then point along +Z (up).
Now, I've come across a myriad of issues when exporting. A lot of difference sources are saying these are things to check:
1. Bone Rotations
2. Applying rotations and transforms
3. Setting origins to center mass
4. Setting origins to world grid
5. Apply transforms in the export settings
6. Don't apply transforms in the export settings
And yeah, the list goes on.
I think the main issue I've seen online, and experienced myself, is that meshes and bones have rotations applied at a 90 degree angle, or a -90 degree angle, or even an 89.00 degree angle.
Or if you have separated meshes, transforms/rotations apply correctly to one and not the other.
\------------------------
Things I've tried:
1. Addons
2. Bake axis conversion in Unity
3. Physically rotating the mesh/armatures in blender before exporting
4. Recalculating bone roll
5. Setting Origins to every possible option that makes sense before exporting
6. YouTube videos.
https://www.youtube.com/watch?v=-QARA\_JjbUs&list=LL&index=1&t=747s
This guy was super helpful in explaining things, but at the same time didn't resolve all of my issues. Just helped with knowledge.
\---------------------
Last thing to note...
I have been successful in actually getting an export where everything is as it should be, and animations look good and all. I just don't know why or how.
With that said, is there anyone with the knowledge and willingness to share a 'definitive' method of exporting a FBX to Unity?
https://redd.it/1purr5y
@r_Unity3D
I'm an amateur when it comes to blender, but it seems that exporting meshes and armatures with animations to Unity as an FBX is a nightmare for some others as well.
Most posts I've reviewed are older though, so I'm hoping that this can become a modern post that can help me learn, and others. For context, I am using Blender 5.0 and Unity 6.2
My understanding currently:
Unity uses a left-handed coordinate system.|
Up is +Y,
forward is +Z,
right is +X.
If you point your left thumb along +X (right) and your left index finger along +Y (up), your left middle finger points in the +Z (forward) direction, which matches Unity’s axes.
Blender uses a right-handed coordinate system.
Up is +Z,
forward is −Y,
and right is +X.
If you point your right thumb along +X (right) and your right index finger along +Y (forward), and your right middle finger will then point along +Z (up).
Now, I've come across a myriad of issues when exporting. A lot of difference sources are saying these are things to check:
1. Bone Rotations
2. Applying rotations and transforms
3. Setting origins to center mass
4. Setting origins to world grid
5. Apply transforms in the export settings
6. Don't apply transforms in the export settings
And yeah, the list goes on.
I think the main issue I've seen online, and experienced myself, is that meshes and bones have rotations applied at a 90 degree angle, or a -90 degree angle, or even an 89.00 degree angle.
Or if you have separated meshes, transforms/rotations apply correctly to one and not the other.
\------------------------
Things I've tried:
1. Addons
2. Bake axis conversion in Unity
3. Physically rotating the mesh/armatures in blender before exporting
4. Recalculating bone roll
5. Setting Origins to every possible option that makes sense before exporting
6. YouTube videos.
https://www.youtube.com/watch?v=-QARA\_JjbUs&list=LL&index=1&t=747s
This guy was super helpful in explaining things, but at the same time didn't resolve all of my issues. Just helped with knowledge.
\---------------------
Last thing to note...
I have been successful in actually getting an export where everything is as it should be, and animations look good and all. I just don't know why or how.
With that said, is there anyone with the knowledge and willingness to share a 'definitive' method of exporting a FBX to Unity?
https://redd.it/1purr5y
@r_Unity3D
YouTube
Export Rigged Character From Blender to Unity Properly | Armature, Axis Mismatch, FBX Export
All the gimmicks and pitfalls of trying to bring a rigged character mesh+armature from Blender to Unity. This is the type of video I WOULD HAVE LIKED TO HAVE STUMBLED UPON MYSELF, but oh well.
If you ever had problem with scale, added rotations, wrong axis…
If you ever had problem with scale, added rotations, wrong axis…
My game Kittling Gun is now live for free on PlayStore, i would really appreciate check it out on mobile 🙏🙏
https://redd.it/1pv7xan
@r_Unity3D
https://redd.it/1pv7xan
@r_Unity3D
Reddit
From the Unity2D community on Reddit: My game Kittling Gun is now live for free on PlayStore, i would really appreciate check it…
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I want to create this effect in Unity
https://preview.redd.it/3viep47e7b9g1.png?width=958&format=png&auto=webp&s=7e532a43a637f2fa4db84905a6d2489fcc56da34
Hi! I’m trying to recreate a material like a glwoing marshmellow : very smooth matte surface, with a soft glow that feels diffused (not a sharp emissive).
In Unity, would this be done with subsurface scattering (SSS), or is it mainly emission + bloom / some shader trick?
If anyone has good references / tutorials (URP), I’d really appreciate links or tips on the right approach + settings.
Thnaks in advance!
https://redd.it/1pv8slu
@r_Unity3D
https://preview.redd.it/3viep47e7b9g1.png?width=958&format=png&auto=webp&s=7e532a43a637f2fa4db84905a6d2489fcc56da34
Hi! I’m trying to recreate a material like a glwoing marshmellow : very smooth matte surface, with a soft glow that feels diffused (not a sharp emissive).
In Unity, would this be done with subsurface scattering (SSS), or is it mainly emission + bloom / some shader trick?
If anyone has good references / tutorials (URP), I’d really appreciate links or tips on the right approach + settings.
Thnaks in advance!
https://redd.it/1pv8slu
@r_Unity3D
Just released my first game onto Play Store; Dash Die Repeat! : 2D Arcade
https://www.youtube.com/watch?v=2zhrh53GVKE
https://redd.it/1pvbk6w
@r_Unity3D
https://www.youtube.com/watch?v=2zhrh53GVKE
https://redd.it/1pvbk6w
@r_Unity3D
YouTube
Dash Die Repeat! : 2D Arcade Official Trailer
Game is now available on android via the Google Play Store
https://play.google.com/store/apps/details?id=com.Meshhra.FlappyDash
https://play.google.com/store/apps/details?id=com.Meshhra.FlappyDash
Mouse click on object
I can be very dumb but I'm in despair. I'm trying to create a hidden object game, and the main requirement is detecting a left mouse button click on an object. I tried everything but nothing work. ChatGPT cannot help either, or maybe I just dumb as hell.
I've added object, added box collider 2d, added noscript as in tutorials, attached it to the object. And it doesn't work. I tried all way, all possible ways. Can someone help please? It's a very very simple thing but I cannot do this.
using UnityEngine;
public class Click : MonoBehaviour
{
void OnMouseDown()
{
Debug.Log("+");
}
}
https://redd.it/1pvchbi
@r_Unity3D
I can be very dumb but I'm in despair. I'm trying to create a hidden object game, and the main requirement is detecting a left mouse button click on an object. I tried everything but nothing work. ChatGPT cannot help either, or maybe I just dumb as hell.
I've added object, added box collider 2d, added noscript as in tutorials, attached it to the object. And it doesn't work. I tried all way, all possible ways. Can someone help please? It's a very very simple thing but I cannot do this.
using UnityEngine;
public class Click : MonoBehaviour
{
void OnMouseDown()
{
Debug.Log("+");
}
}
https://redd.it/1pvchbi
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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How can i turn these sprites into one single sprite sheet ? Is there something built-in Unity to do that or do i need to make a sheet myself in Photoshop, Paint, Gimp etc ...
The sprites are singles but i want'em to be like in the second image
yeah like in here basically
https://redd.it/1pvefc4
@r_Unity3D
The sprites are singles but i want'em to be like in the second image
yeah like in here basically
https://redd.it/1pvefc4
@r_Unity3D
Just updated my action roguelike game, Berserk High. Making the trailer really reminded me how good Unity is for 2D top-view action game development.
https://youtu.be/Eqg05nMt_Wg
https://redd.it/1pvh05j
@r_Unity3D
https://youtu.be/Eqg05nMt_Wg
https://redd.it/1pvh05j
@r_Unity3D
YouTube
Berserk High - Short Trailer
Steam Page: https://store.steampowered.com/app/2710460/Berserk_High/
Berserk High is a roguelike action RPG featuring intense combat against formidable bosses, with the ever-present threat of permadeath looming.
Glorious, desperate battles await.
#indiegame…
Berserk High is a roguelike action RPG featuring intense combat against formidable bosses, with the ever-present threat of permadeath looming.
Glorious, desperate battles await.
#indiegame…
XenoFields: Frontier, a farming RPG. I wanted to show off our newer Alien Plantlife
https://redd.it/1pviikj
@r_Unity3D
https://redd.it/1pviikj
@r_Unity3D
Reddit
From the Unity2D community on Reddit: XenoFields: Frontier, a farming RPG. I wanted to show off our newer Alien Plantlife
Explore this post and more from the Unity2D community
My Christmas gift to the community. A library of 3d assets and textures. The coupon is valid for 46 hours
https://redd.it/1pvbs93
@r_Unity3D
https://redd.it/1pvbs93
@r_Unity3D
Reddit
From the Unity3D community on Reddit: My Christmas gift to the community. A library of 3d assets and textures. The coupon is valid…
Explore this post and more from the Unity3D community