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added 102 characters in body
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once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames ^^^^outdated ^^^^outdated All problems in hierarhi , BaseMainGeneral Object Armature must be == , or (if only Mixamo) Object , Hips(natural bones) Mesh or(for example after Blender 3D) Object , Mesh and Empy Name(really important) Armature , Hips

  • only under these conditions will it be possible to create an avatar from other

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

Import in Blender - Leave Bones - Yes Export - No , end bones to point but the others good , fbx

once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames ^^^^outdated ^^^^outdated All problems in hierarhi , BaseMainGeneral Object Armature must be == , or (if only Mixamo) Object , Hips(natural bones) Mesh or(for example after Blender 3D) Object , Mesh and Empy Name(really important) Armature , Hips

  • only under these conditions will it be possible to create an avatar from other

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames ^^^^outdated ^^^^outdated All problems in hierarhi , BaseMainGeneral Object Armature must be == , or (if only Mixamo) Object , Hips(natural bones) Mesh or(for example after Blender 3D) Object , Mesh and Empy Name(really important) Armature , Hips

  • only under these conditions will it be possible to create an avatar from other

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

Import in Blender - Leave Bones - Yes Export - No , end bones to point but the others good , fbx

added 315 characters in body
Source Link

once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames ^^^^outdated ^^^^outdated All problems in hierarhi , BaseMainGeneral Object Armature must be == , or (if only Mixamo) Object , Hips(natural bones) Mesh or(for example after Blender 3D) Object , Mesh and Empy Name(really important) Armature , Hips

  • only under these conditions will it be possible to create an avatar from other

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames ^^^^outdated ^^^^outdated All problems in hierarhi , BaseMainGeneral Object Armature must be == , or (if only Mixamo) Object , Hips(natural bones) Mesh or(for example after Blender 3D) Object , Mesh and Empy Name(really important) Armature , Hips

  • only under these conditions will it be possible to create an avatar from other

once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames ^^^^outdated ^^^^outdated All problems in hierarhi , BaseMainGeneral Object Armature must be == , or (if only Mixamo) Object , Hips(natural bones) Mesh or(for example after Blender 3D) Object , Mesh and Empy Name(really important) Armature , Hips

  • only under these conditions will it be possible to create an avatar from other

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

added 310 characters in body
Source Link

once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames

All ^^^^outdated ^^^^outdated All problems in hierarhi , BaseMainGeneral Object Armature must be == , or (if only Mixamo) Object , Hips(natural bones) Mesh or(for example after Blender 3D) Object , Mesh and Empy Name(really important) Armature , Hips

  • only under these conditions will it be possible to create an avatar from other

once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames

All problems in hierarhi , BaseMainGeneral Object Armature must be == , or (if only Mixamo) Object , Hips(natural bones) Mesh or(for example after Blender 3D) Object , Mesh and Empy Name(really important) Armature , Hips

  • only under these conditions will it be possible to create an avatar from other

once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames ^^^^outdated ^^^^outdated All problems in hierarhi , BaseMainGeneral Object Armature must be == , or (if only Mixamo) Object , Hips(natural bones) Mesh or(for example after Blender 3D) Object , Mesh and Empy Name(really important) Armature , Hips

  • only under these conditions will it be possible to create an avatar from other
added 310 characters in body
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