Thank you so much! Exactly what I needed. Just a tip if someone gets in the same situation as me: If your curtain gets wacky after your mdd import, you can try: bake your animation -> export mdd -> delete any keyframe that might already be on your curtain -> export -> delete cloth the modifier -> reimport -> if it makes your mesh change rotation or position, parent an empty on it and ajust by moving the empty
Great tutorial! This procedure (export to mdd -> reimport mdd -> export to fbx) also works for rigless animations made in edit mode with the "Animation: AnimAll" plugin in Blender. Just remember to move the Skinned Mesh Renderer to a child object of the object with the Animator after importing the fbx in Unity.
@@ghost-cy7gz store.steampowered.com/app/1666890/Puppet_Play/ Not yet released, but you can actualy see the curtain at the beginning of the trailer! :)
I have no experience with that but I would think that compatibility is not an issue because it is a "simple" mesh animation. Performance wise it is a large file (I think 16MB), so that should be reduced. You can try to use fewer subdivisions to have fewer polygons and by that less animation data. You can also reduce the frame count so it is a bit faster or less smooth which might not be noticeable on a small screen.
Hello, I have some problems with "baking" my cloth simulation, maybe you can give me your discord and give me some advices please) (problem with subdivision)
When I export the curtain to unity the fbx doesn't have an avatar and it also doesn't have an animator component applied to it already like it does in your video. Do you have any idea what I might be doing wrong? I'm using Unity 2019.3 and Blender 2.83
@@beckmala Thank you :) I as using Unity 2018.1.3 so I can only guess... maybe the default behavior is changed. After importing the fbx I can click on it and see the import options in the inspector. There under "Rig" the avatar definition is set to "Create From This Model" and under "Animation" the checkbox "Import Animation" is checked. Maybe this is off in 2019 or maybe this does not automatically lead to the creation of an Animator. Long story short: I did not skip any setup in Unity regarding the missing component ;)
Hi I have done same thing, but didnt key the Empty axes..After point cache import my dimensions of the model has changed..I have used same kind of Method for othe cloth animation but it didnt work?
Hey, the only thing I can think of that maybe the new Blender or plugin version have changed behavior. Maybe check if there are some checkboxes on export or import that deal with scale or similar.
@@BitbeastGames I checked but not able to find it. what version of bleder you used in the Tutorial?? I have done most of the animation but in final export the shae keys data changed.. Can I send you the file and can you check that?
I am sorry to hear that. Can you maybe install it again? Otherwise, it may be an issue with a newer Blender version... if it does not work you can maybe ask in a Blender forum or the developer of that im-/export.
@@silviadeblasi9194 If I remember correctly, I didn't use any export-import stuff, but used cloth animation with Hooks and then made shapes of it all in keyframes.
I think it would. But be aware that the animations are fixed and the character does not interact with the cloth. So you would need an animation for every character animation. If you use a dynamic system with blend trees I am not sure if this would work.
The FBX was 16 MB. Not too big but compared to the rest of the game a bit overkill maybe. I have not tried to optimize it so far because it just works and I carried on with other tasks ;) I have put a download link in the description with the FBX, the blend file with the baked keyframes, and the blend file with the simulation.
@@BitbeastGames Thank you! I am just concerned because I am developing for mobile and trying to shed as many megabytes as possible. Trying to stay under 100MB as a final product. Thanks again!
@@MS-ph2ol Hm ok, you certainly can try to reduce the detail of the curtain, the duration of the animation, the number of keyframes. Try to experiment a bit :)
I'm having issues where the key shape animation no longer lining up with the cloth sims version- meaning there's now clipping with the character model, can anyone help?
I am far from being an expert and I am lucky to have found one way this is working so I only have a wild guess...maybe some keyframes were dropped on export or import to Unity? Anything that says compression or keyframe reduction?
@@BitbeastGames Don't think so, I'm currently just re-importing back into blender not Unity quite yet. I've tried a bunch of different start keyframe to help realign the animation but it isn't quite right. Still this tutorial was atleast a step in the right direction for me.
Sorry to hear that. I was indeed recording that at night with everyone sleeping :D But I also don't have good recording equipment and this was just to illustrate some steps I did for someone in the Unity forum (and it got a bit longer than expected).