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# In Blender, make sure that the origin of the object is where its center of mass would be. | # In Blender, make sure that the origin of the object is where its center of mass would be. | ||
# Move the object along the vertical axis so that it rests at 0;0. | # Move the object along the vertical axis so that it rests at 0;0. | ||
# | # The object must be at scale 1 (otherwise the shape will not be preserved in Unity). If not: '''Ctrl+A > Apply Scale'''. | ||
# | # Also '''Apply Rotation''' in order to prevent issues in the game. | ||
# Right click on the object name > '''Select hierarchy'''. | # Right click on the object name > '''Select hierarchy'''. | ||
# Click on '''File > Export > FBX'''. Give a specific name to the file (eg: my_mod_engine.fbx). | # Click on '''File > Export > FBX'''. Give a specific name to the file (eg: my_mod_engine.fbx). | ||
# Check | # Check '''Selected objects'''. | ||
# Uncheck | # Uncheck '''Precalculate animation''' (“Bake animation”). | ||
# Click on | # Click on '''Export'''. | ||
[[Category:Creating parts]] | [[Category:Creating parts]] |
Revision as of 14:30, 13 January 2024
Prerequisites Setting up Unity Modeling the mesh in Blender Texturing the mesh in Substance 3D Painter
- In Blender, make sure that the origin of the object is where its center of mass would be.
- Move the object along the vertical axis so that it rests at 0;0.
- The object must be at scale 1 (otherwise the shape will not be preserved in Unity). If not: Ctrl+A > Apply Scale.
- Also Apply Rotation in order to prevent issues in the game.
- Right click on the object name > Select hierarchy.
- Click on File > Export > FBX. Give a specific name to the file (eg: my_mod_engine.fbx).
- Check Selected objects.
- Uncheck Precalculate animation (“Bake animation”).
- Click on Export.