Advertisement

You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

Export from Blender to Unity3D, Part 1

9

Gleb Alexandrov (Spelle) has started a new series of short tutorials, this time focusing on the integration of Blender and Unity3D in your production pipeline.

Gleb writes:

When we're making game with Unity3d and Blender, we're exporting/importing assets all the time.

In this series of tutorials, we'll take a look at some problems during export from Blender to Unity3d and the ways to solve them.

Problems:

  1. Origins not imported to Unity.
  2. Scale of imported fbx models is 0.01 by default.
  3. X axis rotation problem (Unity imports model already-rotated 270 degrees in X axis)

In this chapter, we'll solve the problem of:

  1. Origins not imported to Unity. In another words, pivot point is reset to 0-0-0 coordinates.

If you prefer to read this tutorial instead of watching it as a video, you can too!

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

9 Comments

  1. Craig Richardson on

    just to let you know, in order to get blender files into unity 3d game engine, you do not need to export the models from blender as the blender files are native inside unity 3d, all you need to do is drag and drop the files into your unity 3d project folder and it should be automatically imported as an FBX file, but you are correct, you still need to make sure you origin point is in the correct place like when creating trees for use in unity 3d the origin point needs to be near the trunk of the model because the origin point for trees is the point at which trees make contact with the ground, so anything below that point sinks into the ground.
    but other than that great tutorial.

    • Thanks, Craig! You're right, Unity converts .blend files via fbx natively. But:

      1. If you need to export (remake) just 1 object, the whole .blend file needs to be exported.

      2. In my opinion, this workflow implies that we don't separate working file, in which we model/texture and so on - and our asset. So, if we change something in our scene during production, all this changes will propagate to Unity, even if we don't want.

      3. Also, using .blend file as an asset, we need to assemble every mesh into prefabs on import. This may be okay, all depends on workflow and habits.

      4. Unity doesn't support importing of instances from .blend file

    • Andreas Podgurski on

      Which doesn't work at the moment between Unity 4.3.3 and Blender 2.69. The issue is reported to the developers, but no fix in sight. Further, it is anoying, that the settings between the direct import and the fbx export/import are different, e.g. the scale differs by the factor 100.

      • Well maybe it's too small a picture for me to notice... but for a free real-time platform it's looking good, I like the blurred shadows which I haven't seen in the Blender Game Engine.

        • I think in the side by side comparison the blender side wasn't rendered. But you're right unity is good for being free.

  2. What is an artificial problem? Working in conjunction Blender + Unity is the third year. Never met such a problem. Pivot is always where it should be. (Yes, I used translator, sorry).

Leave A Reply

To add a profile picture to your message, register your email address with Gravatar.com. To protect your email address, create an account on BlenderNation and log in when posting a message.

Advertisement

×