How To Animate An Avatar In Unity
Update note: Eric Van de Kerckhove updated this tutorial for Blender 3.0 and Unity 2020.3 LTS.
Artists create 3D characters for your favorite games with the use of models, textures and animations.
In the past, characters needed to take the exact same skeleton to share animations. This limited character variety as their height and proportions had to be the same too. Every bit an amusing example, the older FIFA games had players all be the same size because creating a split up skeleton — and a ready of animations — would have been a nightmare.
Nowadays, near game engines come with a system to allow reusing animations as long as the skeletal bureaucracy is compatible. This allows you to employ the same animations for characters of all shapes and sizes. In Unity, this system is called Mecanim. It allows for easy prepare up of animations, the blending between them and retargeting of humanoid animations between models.
Being able to reuse animations allows you to employ animations from the asset store and websites similar mixamo.com for your ain custom characters. This saves a ton of fourth dimension!
In this tutorial, you lot'll larn how to prepare a humanoid model using Blender and how to bring it into Unity. More specifically, you'll learn how to:
- Create an armature (skeleton) for a character and rig information technology
- Raise the character with accessories and objects
- Export a model to FBX
- Import Blender models into Unity
- Create and tweak a humanoid avatar
- Adhere objects to a character
- Animate a humanoid in Unity
Time to jump right in!
Getting Started
Before yous begin, verify you lot meet the post-obit requirements:
- You've downloaded and installed the latest 2020.iii LTS release of Unity.
- The latest stable 64-bit version of Blender is installed on your machine.
- You lot have a minimal understanding of the Unity editor. Cheque out some of the beginner tutorials on the website.
- Some feel with Blender is recommended. Here is a adept tutorial to get started.
Download the source materials by clicking the link at the elevation or lesser of this tutorial and unzip it somewhere.
Open up the Starter folder and navigate to the Avails\RW\Models folder. Now open CuteCharacter.blend in Blender.
The file contains the following:
- A low poly humanoid graphic symbol model
- The CuteCharacter material
- A reference to the CuteBase texture contained in the same folder as the model
After opening the file, you should see the character model on the left:
Note that it'due south mirrored on the X-axis, meaning its left and right side are identical. This will make the whole process a lot easier along the manner.
The right side of Blender has a simple texture prototype loaded:
Time to get to work! The first footstep to animating this grapheme is rigging it.
Rigging the Character
Rigging is the art of creating an armature, the skeleton of the model. An armature has basic to which you can connect vertices, so they movement along whenever a bone gets moved around.
Hover over the 3D View to bring it into focus. At present add a new armature by holding Shift and pressing A to open the Add Menu. Next, select Armature to add the first bone.
You've now created the armature and its first os, as well known equally the "root os". With the armature still selected, find the In Front check box in the Viewport Display department of the Object Properties tab and check it.
The armature is at present visible through the character making the skeleton creation process a lot easier.
Before diving in and creating the full skeletal structure, it's important to understand how it needs to exist set up to exist compatible with Unity'due south Humanoid Avatar.
Due to the way Unity maps the bones to its own system, some key bones are necessary.
Unity expects at least xv bones, which are:
- Hips (root bone)
- Lower spine
- Upper spine
- Neck
- Caput
- Two upper artillery
- Ii lower artillery
- Two easily
- Two upper legs
- Two lower legs
The rig you'll be creating includes all of the above bones and some extra ones for added stability when animating.
Make sure the armature is still selected and printing Tab to enter Edit way. Next, select the root os past clicking it.
At present open the Bone Properties tab on the right in the Backdrop editor and rename the root bone to Hips by inbound information technology in the name field and pressing Enter.
Spine
With the commencement bone fabricated, you can now transform it into a spine for the character.
Select the bottom, sphere shaped connector of the Hips bone. Next, press G, Z, 0.five and Enter in sequence to motility it up around where you'd expect the heart of the hips to be.
Now, select the top connector and press G, Z, 0.ane and Enter to move it upwardly a chip.
Note: If it's difficult to see what you're doing, you lot tin can zoom in and out using the scroll bike.
To get more spine bones, yous'll need to subdivide the Hips bone in three pieces. Select the Hips bone, right-click to open the context menu and select Subdivide. By default, this makes a unmarried cut, splitting the bone into 2 pieces. To increase the number of cuts, open the Subdivide card at the bottom left of the 3D view and set Number of Cuts to 2.
With the spine dissever, the new basic are named Hips.001 and Hips.002. That'due south not a good manner of naming bones; rename the bones past selecting each one and changing the name in the Bone Properties tab of the Backdrop editor on the right similar you did with the Hips bone.
Name the top one Chest and the middle one LowerSpine.
Legs
Next upward are the leg bones. Duplicate the Hips bone by selecting information technology and then pressing Shift + D. Next, move it a tad to the correct and right-click at the end to reset the position of the new bone.
If you look at the Bone Properties tab on the right, you'll see a bone named Hips.001 selected.
Note: Is the os named Hips.003? In that case you might have forgotten to rename the other bones! No worries, you lot tin rename the bones at present and and so apply the Outliner panel at the top right to find and select your newly created bone over again.
Rename this bone to UpperLeg.50. The L stands for left, this makes information technology clear what side the os is on and volition help with mirroring later on.
This bone needs to signal down and exist placed right above the genu. To start off, rotate the UpperLeg.L bone 180 degrees on the Y centrality by pressing R, Y, 180 and Enter in succession.
Now move it in place horizontally by pressing G, X, .23 and Enter in that order. Later that, printing G, Z, -.2 and Enter to get it in position vertically.
Select the bottom connector and motion it downwardly by pressing K, Z, -.iii and Enter in that order.
You at present accept i big os for a leg. If this graphic symbol had wooden peg legs, this would've been perfect already! Well-nigh people have knees then they can curve their legs though, then you'll demand to make it bendable.
To do that, select the UpperLeg.L bone, correct-click and select Subdivide to split the leg in ii (ouch!). This results in two leg basic with a connector in the center that volition act a knee. Go ahead and the new lesser os LowerLeg.L.
The last part of the legs are the feet. Switch to a side view by pressing 3 on your numpad and printing period (.) on your numpad to focus on the lower leg.
Annotation: Don't accept a numpad? You can click 10-centrality on the viewpoint gizmo at the top right of the 3D view to rotate the view to the right. To get a better view of the leg, zoom in using your scroll cycle.
At present select the bottom connector and extend it to brand a foot os by pressing E, Y, -.18 and Enter.
Next, rename the newly created bone to Foot.L using the Bone Properties tab.
Now might be a good time to salve the file. Printing CTRL + S and you'll notice a small detect actualization at the bottom of the window. Feel free to do this periodically, amend safe than sorry!
Switch dorsum to the front view by pressing ane on your numpad. Earlier moving on to the caput, you'll need to parent the leg to the hips. Luckily this is pretty simple!
Select UpperLeg.L and expand the Relations department of the Bone Properties tab. Click on the Parent drib-downwards and select Hips.
Torso
On to the head! Select the connector at the top of the Breast bone, press E, Z, .055 and Enter consecutively. This is the neck bone and so proper name it Neck in the Bone Properties tab.
To add the head bone, keep the top connector selected and press E, Z, .95 and Enter in that order.
Name the newly created os Head.
Next is the left shoulder connector. Select the top connector of the Chest bone and press E, 10, .08 and Enter to add the new bone. Move it down a scrap by selecting the rightmost connector and pressing G, Z, -.09 and Enter.
Name this bone ShoulderConnector.L. This os will connect the chest to the shoulder. None of this is anatomically correct in any way, and information technology doesn't need to be. :]
Adjacent upwardly is the arm itself! Select the rightmost connector of ShoulderConnector.50 and press Eastward, 10, .85 and Enter in that order. This creates one large os that needs to be split up upwardly to create the remaining bones for the left side.
Select the newly fabricated arm os, right-click and choose Subdivide in the context menu. Change the number of cuts in the lesser left to 3, and then yous get four pieces in total.
Name these bones equally follows, from left to right:
- Shoulder.L
- UpperArm.L
- LowerArm.L
- Hand.L
The way these bones are laid out might look adept at first glance, but because the way the connector between the arm pieces sits (also known as an elbow), the arm won't be able to curve correctly. Concord Z to open the shading menu and drag your cursor to the left to enter the wireframe view.
Now have a wait at the bend in the arm:
The red line indicates where the elbow is now and the white line indicates the arm'due south bending point on the mesh. To fix this, select LowerArm.L and move it to the right by typing G, X, .09 and Enter.
At present switch dorsum to Solid rendering by holding Z and moving your cursor to the right.
That's it as far as adding bones goes. How about the right side though? Well, I don't know about you, but I'll have whatsoever shortcut I can go to get the work washed! That's why the side by side step is mirroring the bones on the left to the correct with a few keystrokes.
Mirroring
Blender has a neat feature to rapidly mirror the bones of an armature in just a few elementary steps! To get-go off, deselect all bones by holding Alt/Choice and pressing A. Next, select the bones on the character's left side (the right side when seen from the front) past holding Shift and clicking the basic one-past-one. Don't forget virtually the foot!
With those basic selected, right-click and select Symmetrize in the context carte du jour. This is all you need to do to get a perfect mirrored version of the selected bones:
The bones will as well all take .R automatically at the terminate of their name instead of .L to signify what side of the trunk they're used for.
At present salvage the file and set to move on to rigging.
Weight Painting
Weight painting is the procedure of binding bones to a 3D mesh. Each bone gets attached to a group of vertices with a sure corporeality of weight.
The weight decides how "hard" the vertices will exist pulled and pushed past the bone.
Doing this manually would take a while since you'd have to paint the weight of every single os. Luckily, Blender can take intendance of most of the grunt work by automatically weight painting based on how close the basic are to the vertices. This works by parenting the model to its armature and letting Blender automatically assign weights.
Press Tab to switch to Object mode. Click on the character model to select it, then hold Shift and click the armature to select that besides. The lodge y'all do this in is of import, as the final selected object will be the parent. Now press CTRL + P to open the Parent card and cull With Automated Weights to parent the model to the armature and perform automatic weight painting.
On to the cool part! Select the armature, so change to Pose mode with the drop-downwardly at the meridian left. Now select a bone and rotate information technology effectually by pressing R and moving your cursor effectually. Do this with each bone on the center and the model'south left side to check if everything the bones were weighted correctly.
After checking all of the bones, yous may accept noticed the eyes don't move with the head, which looks a scrap weird, to say the least!
To adhere the eyes to the head, you'll need to exercise some actual weight painting. Keep the armature in Pose mode, then hold Shift and click the model to add information technology to the selection. Now enter Weight Paint way and prepare to do some painting.
This mode shows both the bones and the weight attached to them on parts of the model.
Start off by deselecting all basic by pressing ALT/Option + A. Next, hold Shift and click on the Caput bone to select it. The weight colors go from nighttime blue, to green and finally ruddy. Equally you lot can come across, the optics are dark blue, which means they aren't attached to the head bone at all! To attach those eyes to the head bone yous'll need to increase their weight.
For easier admission to the eyes and to strengthen the effect of adding weight, rotate the caput os astern by pressing R, X, -90 and Enter in that order. Information technology looks grizzly, simply don't worry, he won't experience a thing!
To adhere the optics to the Head os, it needs some weight added to information technology. To start off, select the Add together brush in the Castor section of the tool panel at the pinnacle left. By default, this is set to Subtract.
Now paint on the eyes to increase the weight until the optics aren't floating anymore.
To check out the upshot, reset the view past pressing numpad 1 and press Alt (or Selection) + R to reset the rotation of the Head bone. The eyes are at present correctly continued to the head.
Note: The rotation higher up was done using trackball rotation. Yous tin activate this rotation mode by pressing R two times.
With the basic weight painting done, information technology's time to add together some details.
Calculation Accessories
Accessories in this context are objects that are attached to the character but aren't a role of its torso. This section discusses two means of attaching objects: to the model itself and every bit a separate, reusable object that connects to a os.
The erstwhile is a simple lid, and the latter is a weapon for the character to hold.
Before continuing, printing A two times followed by Alt (or Choice) + R to reset the rotation of all basic.
Editing the Character
The first way of calculation more details to your character is easier to work with, only it comes with some limitations. Every bit you lot'll be working on the model itself — which is mirrored — all geometry added volition be copied from the left side to the correct and vice-versa. This makes it impossible to add together anything unique to ane side. Considering the geometry is a part of a particular model, it also tin can't exist reused for other characters. It's perfect for any state of affairs where those limitations aren't a problem.
If you lot've followed along with the tutorial until now, you'll probably still be in Weight Paint manner. Press Tab to enter Edit mode and start off by switching the selection style to Vertex by pressing 1 on your number row or past clicking the commencement button right of the fashion dropdown.
Now select any vertex above the red line (which is an UV seam used for texturing) on top of the caput by clicking on information technology. Next, printing CTRL + 50 to select all connected vertices, this selects the whole model. At present select the UV delimiter past selecting UVs in the bottom left panel. The top of the head volition be selected now.
Select the edge loop underneath as well by holding Shift and Alt (or Option) and so clicking on any of the first horizontal edges below.
Now indistinguishable the selected faces past pressing Shift + D and then clicking. Motion the duplicated faces up a fleck by pressing G, Z and 0.01 followed past Enter to confirm.
Next, scale the whole selection up by pressing S, 1.05 and Enter. This moves the hat away from the head a flake, so you don't stop upwards with some of the faces Z-fighting.
The hat is nonetheless floating around, and so do the post-obit to attach information technology to the model:
- Select simply the lesser row of the "lid" by pressing ALT/Option + A to deselect everything. Now select the bottom edge row of the lid by holding Alt (or Option) and clicking on ane of the bottom edges.
- Make information technology straight by press S, Z and 0 in that guild.
- Press Due east to extrude and press Enter to ostend.
- Press S to start scaling and motion your cursor towards the model until the edges are within of the head. Rotate the view around to make this easier to see. Click to confirm the scaling.
This gave the hat some depth so it can expect all right from all sides without whatsoever holes. A lid fabricated from human skin probably isn't what you lot had in heed though! To modify the color, you'll take to unwrap its UVs first and then information technology can fit nicely on the texture.
Select the entire lid past selecting any vertex on the hat and and then pressing CTRL + 50. Change the delimiter to Normal this time to select all the continued vertices. For this hat, you'll perform one of the easiest unwraps in existence: from the current view. Press numpad 1 to get a front view, then press U to open the Unwrap menu and select Project From View.
If yous expect at the right side of the Blender window where the texture is visible, you'll find some vertices were added that look like to half of the chapeau:
You tin select all of these past moving your cursor over to the texture and pressing A. Actions in Blender are context sensitive depending on where your cursor is placed, so brand sure to keep it somewhere within the region of the texture for now.
Now printing G to motility the UVs over to the bluish splotch, confirm the movement by clicking and then scale the selection downwards until it fits within the blue region by pressing S and confirming past clicking again.
If yous now await at the graphic symbol again, y'all'll discover his hat turned blue!
Now, position the cursor back somewhere near the model on the left and printing Tab to return to Weight Paint mode. Rotate the Head bone effectually a flake to check if the hat is continued.
It looks like you're in luck! Because the vertices of the hat are all and so virtually to the Head bone, they're included automatically. If this wouldn't be the case, you'd have to paint the lid similar you lot did with the eyes.
Next up is creating and attaching a separate object.
Attaching Objects
For this part, you'll be creating a simple staff that will act as a weapon for the graphic symbol to hold. Information technology'south easy to imagine a sword, an axe or even a magic wand instead, but creating a complex weapon is outside the scope of this tutorial.
Get into Object mode and press Shift + A to open up the Add together menu. Select Mesh > Cylinder to add a new cylinder to the scene.
The default cylinder is also big, so accommodate the cylinder parameters in the lesser left: alter Radius to 0.04 and set the Depth to one.ii.
This makes the cylinder thinner and shorter. Now make the cylinder smoothen by right-clicking to open up the context bill of fare and selecting Shade Smooth.
The cylinder doesn't have whatever material assigned nonetheless, so it looks grey and banal. To assign a material, open the Textile tab in the Properties editor on the correct and select CuteMaterial from the drop-down next to the New button.
To plow the cylinder into a chocolate-brown staff, y'all'll demand to unwrap its UVs first. Press Tab to enter Edit style, press U to open the Unwrap carte and select Project From View.
Move your cursor over the texture on the right, printing M to start moving the UVs and movement information technology over the brown patch on the texture. Confirm the motility with Enter and calibration it down by pressing Southward and moving your mouse, so the UVs fit inside.
The staff is at present brown colored. Don't worry almost the bad-mannered positioning; y'all'll be dealing with that side by side.
Open the Object Constraint Properties tab in the properties editor. Add a new constraint by clicking the Add Object Constraint drib-down and selecting Child Of.
Constraints limit the position, rotation and/or scale of an object. In this instance, it'll be used to parent the cylinder to the hand bone of the character. This way — if yous create any animations — the object will be attached to the hand at all times. This makes previewing the animation a lot easier and allows you to prevent the object from intersecting with the body.
Setting upwardly the Child Of constraint is straightforward. Click the Target drib-down and select Armature. At present click the Bone drop-down and select Hand.R. You can blazon the name of the bone in this fields to make selecting it easier.
Subsequently doing this, you'll discover the staff snaps to the graphic symbol's correct paw. The position isn't quite correct though, so move it forward a bit past pressing G, Y, -0.iv and Enter. Much better!
Time to put the staff to the test. Select the armature and switch to Pose mode. Now rotate the view and so yous can run across the staff clearly, select UpperArm.R and rotate information technology around a bit past pressing R and moving your mouse effectually. The staff will keep post-obit the hand around every bit if the character held it.
The character and its accessories are now done. Save the file and pat yourself on the back for a chore well done!
Next up is exporting the model and the armature to Unity.
Exporting to Other Formats
Note: If you're not interested in exporting models to other formats so you lot tin share them with other people, feel complimentary to skip this section. Merely save the file and close Blender.
Unity tin handle Blender's .blend just fine as long as Blender is installed on the system. However, when sharing models with dissimilar people, information technology'southward often amend to use a format like .FBX or .OBJ that doesn't crave any other software. That'southward as well the reason why nearly of our tutorials come up with .FBX model files instead of .blend files.
Exporting to FBX with Blender is easy. To first, select File > Consign > FBX (.fbx) in the top menu.
Yous'll now come across a Blender File View window. You tin choose a location to salve the file past choosing a folder on the left or by typing in the location direct at the top. The export settings are at the correct side of the window:
These default export settings will work with Unity, but there's a hazard they might brand a mess in more complex scenes as it will export everything, even lamps and cameras. To make a clean export, make the following changes:
In the Include section, deselect Camera, Lamp and Other. You tin practice this by holding downward Shift and clicking the options you want to disable.
With these options selected, you lot won't get whatever undesired objects exported. Now cheque the Utilize Transform checkbox at the bottom of the Transform section. This applies the position, rotation and scale of all objects. That means any non-uniform values will be reset; if the rotation was ready to (X:23, Y:125, Z:seven), for example, it will be set to (Ten:0, Y:0, Z:0).
Adjacent, open up the Armatures section, bank check But Deform Basic and uncheck Add Leaf Bones. This prevents Blender from calculation actress bones to the armature. Leaf bones are only needed for compatibility with Maya. Non-deform basic like control basic are only needed in the modeling software to make precise adjustments; they're useless in a game engine like Unity.
The default Blitheness options are fine, and then you lot don't demand to tinker with those.
At present that you have all of this set up, it would be tedious if you lot needed to do this every single time you want to export a file. That's where the presets come in. You tin can save all of these settings in Blender's internal options for afterwards use.
To do this, click the + button side by side to the Operator Presets drop-down at the top, type a name for the preset in the textbox and click the OK button. For the sake of this tutorial feel free to name information technology Unity FBX.
If you at present open the Operator Presets drib-down, you can select the newly made preset:
Doing then will instantly apply the settings. This works across all files, so from now on you lot can export any Blender file to FBX for use in Unity. The final step is the actual exporting. This tutorial uses the .blend file in Unity for animative, and then feel complimentary to salvage the FBX file anywhere you lot desire by selecting a folder on the left and pressing the Export FBX button at the top right.
Salve the file and close Blender. It'southward finally time to bound into Unity and utilize the model!
Setting Up a Humanoid
Open the starter project in Unity and expect at the Avails folder in the Project view.
Here's a quick overview of what these are for:
- Animations: Contains a simple idle animation.
- Materials: The materials of the graphic symbol and the dojo.
- Models: Here's where you edited and saved the character. It also includes the dojo model and some textures.
- Music: An Asian inspired song to go into the dojo mood.
- Scenes: The Dojo scene.
If it's not already open, open the Dojo scene from the Scenes folder.
With the overview out of the way, on to using the grapheme!
Avatar Mapping
To start, select the CuteCharacter model in the Models folder and open up the Rig tab in the Inspector. Open the Animation Type drop-downward and select Humanoid.
This flags this character as a humanoid one, so Unity tin employ it equally such. Now click Apply to save these settings.
Subsequently a short re-import, y'all'll notice the Configure… button is now enabled. Click this push to showtime linking the bones to Unity'south Mecanim system.
Wait at the Scene view and rotate the view around until the character faces you lot. Notice the green bones; these are the ones Unity uses internally. Clicking whatsoever of these will select the respective os in both the Hierarchy and in the Inspector.
The style Unity uses these bones is past acting similar a puppeteer. Instead of directly up using blitheness files to update the bones every frame, information technology reads the values and applies those to every humanoid based on their Avatar definition. This allows for flexibility when it comes to torso shapes. Accept the grapheme y'all've been working on, for example; its proportions are non realistic, but that doesn't matter every bit its skeleton is likewise adjusted to fit while all the same having the essential bones like a spine, artillery, legs, etc. Some of the bones may exist shorter than in nigh humans, but they're there.
Now focus on the Inspector, yous'll see a man shape with green and gray circles spread effectually. All solid circles are necessary for the Avatar arrangement to work. If whatever of these are missing, they'll turn scarlet, and y'all won't exist able to breathing the character correctly.
The dotted ones are optional bones for more complex rigs. Whatever body parts that are grayed out are missing, but not essential. This character doesn't have whatsoever fingers for example.
Below that is the full overview of the bones, and this is where yous need to link body parts to bones. If any of the circles are carmine, you'll demand to (re)assign a bone. The skeleton you've fabricated is entirely up to spec when it comes to Unity, so no adjustments are necessary. Hurray!
Switch to the Muscles & Settings tab at the top of the Inspector. This allows you to view and tweak the virtual muscles.
You'll now run across three sections:
- Muscle Group Preview
- Per-Muscle Settings
- Additional Settings
The first i has several sliders you tin can motility from left to right to test if the muscles are mapped correctly. Try them out and see what they do. Note that the finger ones won't have whatever upshot since the character doesn't accept whatsoever fingers. Press the Reset All push after every test to reset all preview sliders.
The Per-Muscle Settings section contains sub-sections that can exist unfolded by clicking the arrow next to them. Every i of these has some more specific previews and allows you to specify the minimum and maximum angles to prevent overlapping for your specific model.
Aggrandize the Left Arm section and try sliding effectually the Arm Downward-Up slider. Notice what happens with the minimum value selected:
The arm is moving through the grapheme's body. Ouch! To fix this, set the preview slider to its lowest value and change the minimum bending of Arm Downward-Up to -20.
Do the same for Right Arm > Arm Down-Upwardly.
That concludes the tweaking of the muscles. There are more muscles you can tweak to forbid overlapping, but for the sake of this tutorial you tin can leave them at their default settings.
Press the Apply push button at the lesser-correct to salvage the changes to the Avatar and press Washed to close the mapping way.
Now information technology's fourth dimension to add the character to the scene and give it an animation to play.
Using the Character
To add the grapheme, elevate the CuteCharacter model from the Models folder into the Hierarchy.
Now set the rotation of CuteCharacter to (X:0, Y:180, Z:0), so it'south facing towards the camera. Side by side, create a new animation controller by right-clicking the RW\Animations folder and selecting Create > Animation Controller.
Proper noun it CharacterController and double-click information technology to open up the Animator window. Now drag the Idle animation from the RW\Animations binder onto the Animator grid to make it the default animation.
Next, select CuteCharacter in the Hierarchy and click the selector button side by side to the Controller field. Select CharacterController in the pick window.
Equally a final pace, you'll need to attach the weapon the character's right mitt. To practise this, first off past make the character into a prefab by creating a new Prefabs folder in the Assets/RW folder and dragging CuteCharacter to it.
A popup will appear asking you what blazon of prefab you want to create, select Original Prefab here.
At present double click the CuteCharacter prefab you merely created to open up it in Prefab Mode. Expand CuteCharacter in the Hierarchy and elevate Cylinder to Hand_R to parent it. This is the limitation of adding a separate object as I discussed earlier. Not doing this will result in the weapon only floating around the graphic symbol.
At present exit Prefab Fashion by clicking the pointer button below the + button at the summit left of the Hierarchy.
That'southward it! Press the play button to see the graphic symbol in motion.
Now press the play button once again to stop the scene and press CTRL + Southward to save the changes you've made.
Where to Become From Here?
Congratulations on finishing this tutorial. Yous tin download the concluding project using the link at the top or lesser of this tutorial.
In this tutorial, you learned how to:
- Create an armature (skeleton) for a character and rig it
- Alter the grapheme with accessories and objects
- Export to FBX
- Import Blender models
- Create and tweak a humanoid avatar
- Adhere objects to a character
- Animate a humanoid in Unity
To use the noesis y'all've gained, you can create some accessories yourself and requite them a dissimilar color or pattern. If you know some modeling, you lot can likewise create a character from scratch and rig it.
To acquire more virtually Blender, check out these tutorials:
- Official Blender Tutorials.
- Blender Guru'due south 3.0 Beginner Series.
To learn more about Mecanim and the Avatar system, read this blog mail by Unity.
Thanks and so much for reading this tutorial to the finish. If you have any questions or comments, feel free to join the discussion beneath.
Source: https://www.raywenderlich.com/31539225-creating-reusable-characters-with-blender-and-unity
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