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Blender to Unity - Generic Character Setup: #1 Rigging & FBX Export 

CGDive (Blender Rigging Tuts)
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Blender to Unity: Generic characters.
In this part, we'll prepare three different characters for export to Unity. We'll rig them and make sure that the rig is game-ready.
I'll also share my FBX export settings.
In the next part, we'll actually make these characters run around in a unity map!
RESOURCES
Rigify series
• Rigify Fundamental for...
Game Rig Tools
toshicg.gumroad.com/l/game_ri...
Game Rig Tools intro video
• Game Rig Tools (Blende...
Blender to Unreal Animation video
• [Blender to UE] Custom...
Rigify animbox
valangdance.gumroad.com/l/prKPo
RECOMMENDED PRODUCTS
❖Rig Anything With Rigify (coupon code "cgdive" = 20% off)
toshicg.gumroad.com/l/rigify
Alive! Animation course in Blender
gumroad.com/a/183891059/DmdxO
❖The art of effective rigging in Blender (coupon code "cgdive" = 10% off))
gumroad.com/a/183891059/AeQfrF
❖Hard Surface Rigging In Blender
blendermarket.com/products/ha...
❖RBF Drivers
gumroad.com/a/348001395/XzWpB
❖Bonera
gumroad.com/a/99062899/oXuxm
0:00 Intro & Preview
2:09 Rigging using Rigify
6:00 Game Rig (using Game Rig Tools)
9:12 Animations
11:38 Animation Baking
13:12 FBX Export
16:46 Dragon Character example
17:51 Cheetah Chaaracter example
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Опубликовано:

 

3 июл 2024

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Комментарии : 105   
@StriderWolf
@StriderWolf 3 года назад
thank you so much! I've been waiting for this series to start. you are a life saver.
@user-dd9is6iy9m
@user-dd9is6iy9m Год назад
Super helpful tutorial, you actually explained every detail, unlike so many other tutorials.
@talonstride
@talonstride 3 года назад
Finally and hopefully the best solution for bridging the gap between blender and unity.
@syntax_error6882
@syntax_error6882 2 года назад
that's work .. that's great love you guy !!! i d'ont know i 've crazy bug without your workflow !!
@genemedicd
@genemedicd 2 года назад
Great video! Just what I was looking for
@nbnw0233
@nbnw0233 6 дней назад
Great tutorial!! Just what I've been looking for
@CGDive
@CGDive 5 дней назад
Awesome! Good to hear this tut is still useful!
@joelstolarski2244
@joelstolarski2244 Год назад
Great tutorial. Some of us are making games with animals or other type of characters like for instance fish. Thank you so much for making this tutorial. Subbed. Update: Went ahead and purchased the Game Rig form your Gumroad, so I can follow the tutorial. Thank you for making it and also for allowing offers. Have a list of people to payback. Working to get a game up, and it is a tough journey, indeed.
@CGDive
@CGDive Год назад
I am happy you'll be using GRT! Let us know if you encounter any issues! :)
@JunkerJames
@JunkerJames 3 года назад
I have never worked on a shipped project that hasn't used generic. I feel like humanoid makes soo many assumptions. Definitely not enough info about generic out there, so thank you!
@CGDive
@CGDive 3 года назад
Good to know. I can see how humanoid can give you some shortcuts for common tasks but I am always interested in what will give me the most freedom.
@Aereton
@Aereton Год назад
Are there any downsides to generic if wanting to use the realtime animation rigging tools in Unity? Is it even possible in the first place? Thanks.
@JunkerJames
@JunkerJames Год назад
@@Aereton new pipeline might be a different story. My experience is dated!
@ryandavies4116
@ryandavies4116 Год назад
this rules! Saved me such a headache
@CGDive
@CGDive Год назад
Awesome! Thank you for the tip :)
@bobboberton349
@bobboberton349 Год назад
cool very helpful. I would love to see a tutorial on setting up a control rig in ue5 with foot IK. Especially, with a rigify zoo skeleton!
@rajdeeppaul1742
@rajdeeppaul1742 2 года назад
Love from India sir❤❤
@tintinkung102
@tintinkung102 3 года назад
i love ur video
@montanas_code
@montanas_code 2 года назад
BEST!!! BEST HUMAN EVER!!! HELP ME 1000%~!~
@scathis1982
@scathis1982 2 года назад
For some reason, I got hip bones after generating the deform-rig. At the same time, ragdoll went crazy in unity.
@CGDive
@CGDive 2 года назад
You probably had hip bones in your control rig. If you don't want them, remove them from the meta rig and generate. Ragdoll problems sound like a bad hierarchy. Make sure you fix the hierarchy of your export bones.
@furkancankaya2233
@furkancankaya2233 2 года назад
I dont know if you still answer but I have a big question. My goal is making a character with morph settings so it is a basicly Race. I want to be able to use that character and put diffrent armours(clothes,accesiors) on it. So Im bit confused. For example with 1 simple character and many morhps(fat,masculan,and face morphs) I do change them in blender then export it to make variations of race. But when it comes to armors and clothes that fits everyone with morphs what should I do?
@CGDive
@CGDive 2 года назад
I do try to answer questions but this is a bit too specific and out of my area. You may have a better luck asking a Unity-focused community.
@tinkerboi
@tinkerboi 3 года назад
If I disable All Action then the Action Exported are action in the NLA?
@CGDive
@CGDive 3 года назад
Exactly.
@CGDive
@CGDive 3 года назад
A little update by the way... I thought that "All Action" literally exports all actions in the Blend file. But it turns out that it only exports actions that are compatible with the armature you're exporting.
@dianaobozova
@dianaobozova 2 года назад
Thanks for the video tutorial! Please tell me is it possible to use ready-made animations from Mixamo to a custom character? If the character already has an armature created in rigify.
@CGDive
@CGDive 2 года назад
To use Mixamo animations with Rigify, you'll need a "retargeting" solution. This is something I'll cover on CGDive in the next months.
@dianaobozova
@dianaobozova 2 года назад
@@CGDive Thank you!
@marcoalejandrosalas1066
@marcoalejandrosalas1066 2 года назад
Hi, I have a problem regarding to the mesh, the game_rig together with the object are exported very well in some meshes, but in others that I try to do (I don't know if I have to do a configuration in the mesh or something), it is exported with the Skeleton modifier applied and also with the readings of the weights in the relationship of the rig with the object, that is, the mesh adopts the pose that the rig could have (by the modifier) ​​and restores the pose of the rig again, leaving it in the unwanted form. How can I export this mesh without applying the pose in the skeleton modifier and with the export option of "apply modifiers" in the FBX and read the others to me. If I know that something like this can be done because in a mesh it works, but I don't agree how I did it, or that I configure in the mesh so that this will result or in the object itself.
@CGDive
@CGDive 2 года назад
I can't say much based on the text description. If you could share a blend file where the problem occurs, I could take a look. And please contact me somewhere where we can communicate better cgdive.com/contact/
@MarcV_IndieGameDev
@MarcV_IndieGameDev 3 года назад
Also how come it generates additional bones for the arms and legs ? Is it not best too just have 2 bones for arms and 2 bones for legs?
@CGDive
@CGDive 3 года назад
These are "twist bones" which help improve the deformations in the shoulder, wrist etc. They are quite cool but they do make things more difficult when exporting to game engines.
@GianfrancoTerrazzano
@GianfrancoTerrazzano Год назад
Hello and thanks for the video, Do you know why when I import the mesh and armor into Unity the bones aren't in the mesh but are in other position, outside the mesh?
@CGDive
@CGDive Год назад
No idea, sorry. :)
@davidffortesmeireles5328
@davidffortesmeireles5328 3 года назад
is it possible make animations in blender and import in unity and setup it like humanoid so this will work fine?
@CGDive
@CGDive 3 года назад
Yes, it's possible. I'll make a video on that in the near future :)
@AdamM12590
@AdamM12590 2 года назад
What if you have clothes and accessories like bow ties or bracelets on the character? How do you also include those in the rig or would they need a completely new rig
@CGDive
@CGDive 2 года назад
Please don't make separate rigs if you want the different parts to act as one character in the game. On character - one rig. Your question doesn't have a simple answer. You could add the props and the necessary additional bones to your rig and animate it all in Blender. Or you could separate the main character and props (in that case give them separate rigs) and combine them in the game engine using code. The first approach is generally simpler. The second requires more coding skills but it can be more modular and reusable.
@AdamM12590
@AdamM12590 2 года назад
@@CGDive Thanks so much for taking the time out of oyur day to respond so promptly! First approach seems reasonable, so it seems I would definitely need to add some additional bones to the rigify rig and weight paint potentially. My initial thinking was to simply parent a necklace for example to the DEF neck bone but I think this would cause an issue when importing into Unity (based on a video of yours that I watched for game engines)
@CGDive
@CGDive 2 года назад
@@AdamM12590 I am glad if my comment was useful. Yes! Don't parent directly to a bone. Use weights instead.
@SuperDianaka
@SuperDianaka 2 года назад
Dont we also need to disable the "stretch to" constraints in the spine bones? Because i can stretch the mesh using some of the widgets like chest widget, how does this translates to the game rig we created?
@CGDive
@CGDive 2 года назад
With this addon, the stretch problem is solved automatically. Make sure to watch the videos that come with the add-on to understand what's happening.
@SuperDianaka
@SuperDianaka 2 года назад
​@@CGDive I think i've missed a step since my rig still had "stretch to" constraints on after generating the game rig. Thank you very much. I'll be sure to check them out.
@loonng_fr2458
@loonng_fr2458 Год назад
Thank you for this tuto. I try to learn your tuto but stuck with Blender 3.3 which doesn't have `with Automatic Weight` menu.
@loonng_fr2458
@loonng_fr2458 Год назад
sorry, I found my error! I have to select the character before shift+left-click the rig.
@CGDive
@CGDive Год назад
@@loonng_fr2458 yes, exactly! :D
@LotionSoronarr
@LotionSoronarr 2 года назад
Can someone explain to me why the game rig has main limb bones split in two? Why does the forarm become two bones?
@CGDive
@CGDive 2 года назад
Those are so called twist bones. They help improve the deformations of the arm.
@gaisericg9984
@gaisericg9984 Год назад
Decided I wanted to give auto rig pro a try and spent the last few days fighting with it on a new model I had created, became incredibly frustrated decided screw it let's just see how rigify handles this. An hour later had a working rig without any of the weird deform issues with a game rig generated from your tool and on to making animations... Lesson learned
@CGDive
@CGDive Год назад
👍👍👍
@arunachalpradesh399
@arunachalpradesh399 2 года назад
hi bro at 9:57 i am stuck, i dont have those animation files. i want to learn animation later, i just want to continue this lesson, where can i get those animation files?. is that in paid section??
@CGDive
@CGDive 2 года назад
I think I shared it with Patrons but you seem like a nice dude so here you go: :) www.dropbox.com/s/bidqqefr1riogzb/racer1_8.zip?dl=0 Just keep in mind that they'll only work on a standard Rigify human rig (if you changed any bone names, then the animations won't be compatible.)
@marioklos
@marioklos 2 года назад
I have a one rig containing multiple meshes parented to the bones (no need for weights since it's hard surface?). When I generate game rig my meshes are not being parented to the game rig and stay with the control rig. Am I missing something or tis just works with single mesh object, otherwise I have to set the parent for each mesh from scratch?
@CGDive
@CGDive 2 года назад
Oh, so you parented the mesh parts directly to the bones? That is not supported by GRT since this type of parenting is not suitable for game engines. For games your have to parent with weights, even in the case of hard surface stuff.
@marioklos
@marioklos 2 года назад
@@CGDive Thank You for your swift reply! You're real life saver, words cannot describe how thankful I am for all the helpful content you're producing.
@CGDive
@CGDive 2 года назад
@@marioklos Ah, thank you very much! Obviously, receiving comments like this is highly motivating!
@tolunai
@tolunai Год назад
Can someone explain what is the point of pushing down to action from Action Editor to NLA Editor?
@CGDive
@CGDive Год назад
If you also use the exact FBX export options I used that will ensure that you export exactly the actions you want to export (the ones you pushed to the NLA). Otherwise Blender may export many unnecessary animations.
@3po_Orisen_Sithappen
@3po_Orisen_Sithappen Год назад
cool tutorials as always,,,, I have one question when i export the rig in to unity why is my armature set to X-90, will this not have concaveness later for my game is it not supposed to be 0,0,0 on the rig, i am only asking cos you dont cover this part and also i ren in to a problem in Unity 3D when exporting from blender, now if i use the settings to correct when exporting only corrects my meshes not my rig armature parent its still on X-90, pls let me know if this is a know problems with using blander when exporting FBX files :D and dos it have any concaveness later for my game
@CGDive
@CGDive Год назад
I don't think it's something that will create unfixable problems. You'll just have to adjust any scripts that deal with direction, e.g. move on the y axis instead of x or whateve. That said, I have found this document which shows how to get 0,0,0 after import web.archive.org/web/20220716064336/polynook.com/tutorial/how-to-export-models-from-blender-to-unity/
@nagyFerko
@nagyFerko Год назад
The Generate Rig Button is grayed out
@madtrollstudio4225
@madtrollstudio4225 2 года назад
where is the video about humanoid rig ?
@CGDive
@CGDive 2 года назад
Hasn't been made yet. Probably soonish 😊
@BeatTorrent5
@BeatTorrent5 2 года назад
Does someone know if there's a performance difference between using generic rigs and humanoid rigs in Unity? I feel like I heard there is but can't find where I read that...
@CGDive
@CGDive 2 года назад
No idea about that, sorry!
@Kindlesmith70
@Kindlesmith70 2 года назад
Yes. Generic rigs are faster. Where I learned this was from Imphenzia's video called "Blender 2.82 - Rigify to Unity Tutorial - How to Export a Rigify Character and Import it into Unity". He demonstrates some differences. You probably already know the differences between the two being 6 months ago you asked.
@natelott2911
@natelott2911 2 года назад
If I have multiple actions do I have to export them all seperatly to be combined in unity, or is there a wayt to combine actions into one strip in Blender, I tried Object--->Animations----> baking and it created a strip, but does nothing.
@CGDive
@CGDive 2 года назад
I show how I organize multiple animations for export around 13:11 .
@natelott2911
@natelott2911 2 года назад
@@CGDive Its true you do, but that does not explain if, say, I have multiple animations blended together. Those animations you explain about are seperate animations. For example, like your animation tutorial where the girl that is walking looks at her watch and runs, how do I get all of those animations into one animation to export to unity? Ive looked through all your tutorials and I cant seem to find that info. Amazing tutorials by the way! thanks
@CGDive
@CGDive 2 года назад
@@natelott2911 Oh, I see. You need to bake these blended strips to a single new action. Select your armature, got to Pose Menu > Animation > Bake Action (or you can look for Bake Action in the search menu). It should work from there. You were probably trying to bake the armature object. You have to bake the bones instead. There are cases where you want to bake both. Then you can shift+click on Pose and Object in the Bake Action menu :)
@natelott2911
@natelott2911 2 года назад
@@CGDive Ah yes, you actually do say it in your mixamo video, with the bake option, I just missed it. One thing I still do not understand is (as I use the mixamo add on) is how to adjust my characters position beween mixamo animations (as they jump around). Im sure it involves the graph editor, is this video somewhere that I have missed?
@CGDive
@CGDive 2 года назад
@@natelott2911 There is no great way to do this, unfortunately. One way is to move the whole armature in Object mode just when the switch happens. That's when you'll need to bake both Pose and Object. I'll cover this in more detail in a future video!
@ksistofjusel86
@ksistofjusel86 Год назад
Can You do something like this for tank tracks and suspension?
@CGDive
@CGDive Год назад
Ohhh, a bit unlikely tbh but I'll keep it in mind.
@Kindlesmith70
@Kindlesmith70 2 года назад
You create 2 skeletons for what reason? Game rig and control rig. I've seen a vid with less fiddley methods. Why the extra work?
@CGDive
@CGDive 2 года назад
The two rigs are mainly for clarity and getting predictable results. Also when using our addon it isn't much work. As long as you get the results you want, use whatever method speaks to you :)
@anibalgonzalez179
@anibalgonzalez179 9 месяцев назад
This Add-On is great as for how quickly it creates a Game Rig based from the Control Rig and creates the Constraints needed for baking to the Game Rig. I use Blender 3.0 because of the version of Unity our game studio is working in. I'm using the Game Rig Tools 1.6.3 however there are some options that you don't go over but are defaulted with the version of GRT I'm using and while following the video the Game Rig separates itself from the Control Rig when I Bake the Actions. I see the new actions appear in the NLA for my Deform Rig. I see the Keyed data but neither of the Rigs are being manipulated by the Actions when i hit play for any of the actions I have. Then I try testing the new baked actions by forcing the Actions to be action in the Action Editor but still nothing when I attempt to play the Actions on either rigs. Feel like there is a step missing or the default settings for GRT 1.6.3 aren't the same as the one for whichever you're using.
@anibalgonzalez179
@anibalgonzalez179 9 месяцев назад
If anyone has any ideas please feel free to suggest or help me lol
@ahmetomercicek5848
@ahmetomercicek5848 Год назад
After clicking OK on generate game rig, such an error message came , Python: Traceback (most recent call last): File "C:\Users\aomer\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Game-Rig-Tools\Deform_Rig_Generator.py", line 189, in execute bone.id_properties_clear() AttributeError: 'EditBone' object has no attribute 'id_properties_clear' location: :-1
@CGDive
@CGDive Год назад
Hi. Make sure you are using the correct GRT version for your Blender version. Thst is the most common cause for such errors. If the two versions are a match, please get in touch again!
@masskai
@masskai 2 года назад
Do you need the game rig tools add on if you have auto rig pro?
@CGDive
@CGDive 2 года назад
They are not mutually exclusive. But arp does have it's own tools and settings for exporting to game engines so you may not need game rig tools.
@masskai
@masskai 2 года назад
@@CGDive thanks for answering, ill buy auto rig pro through your link 🙏
@CGDive
@CGDive 2 года назад
@@masskai Oh, thanks a bunch :)
@zardify_
@zardify_ Год назад
Can anyone direct me towards the humanoid guide and the root motion one?
@CGDive
@CGDive Год назад
If you mean on this channel, I haven't made one sorry
@halfblue2678
@halfblue2678 Год назад
8:00 so are you saying that the generated rig of rigify doesn't give the right hierarchy? Because I'm currently having an issue with that on Unity. The rigify rig exported from blender doesn't satisfy the humanoid avatar on Unity. Also, what's the use of this control and deform rigs? Is it necessary to have those?
@CGDive
@CGDive Год назад
Yep, Rigify's hierarchy is a mess and definitely not compatible with Humanoid by default. Deform/Control rig: they are not absolutely necessary but you very likely want them. A deform rig made in the way that I explain in this series will ensure that you get exactly the bone hierarchy you need. And the control rig will allow you to animate the character in Blender, should you need to.
@halfblue2678
@halfblue2678 Год назад
@@CGDive Ah, so that's the reason why. Quite fortunate that I stumbled upon your tutorial quite easily so I didn't have to look around for too long. Thanks for the info
@halfblue2678
@halfblue2678 Год назад
@@CGDive Hey, got a bit of question. So this tutorial finally fixed my previous big issue, but got a new small one. So I don't really use the full face rig and just need the eyes, but the tool I think ate my eye bones. How do you make the tool ignore the eyes for optimization? On the control rig, the eyes are parented to the "head" bone.
@CGDive
@CGDive Год назад
@@halfblue2678 If you are using the old face rig then it doesn't feature eye bones. Here is how to add them to the old rig ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Z1pL-ZUL0YU.html And here is how to work with the new one ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wVISTf93uTA.html If you go to my channel and type face in the search I have a few more videos that deal with common face rig problems.
@halfblue2678
@halfblue2678 Год назад
@@CGDive Oh nice, will check it out. Oh, I'm not really using any kind of face rig. I was hoping I could just have the eyes, but I might just opt to using the old one if necessary
@Qornv
@Qornv Месяц назад
Someone please make a guide for rigging hard surface model with many objects for use in Unity with IK. I can't seem to find any help or a tutorial relating to that anywhere, I'm losing my sanity
@linkhostr
@linkhostr Год назад
Can I model and rig a character in Unity only or do I need Blender?
@CGDive
@CGDive Год назад
I don't follow :)
@linkhostr
@linkhostr Год назад
@@CGDive I edited 😂
@CGDive
@CGDive Год назад
@@linkhostr ah :) I am not an expert but I don't think that you can model and rig in Unity. You have to use Blender AFAIK
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