Hey everyone, with the final part released I'd like to thank everyone who is watching the series and a special thanks to those who have purchased the course available at blendermarket.com/products/game-character-tutorial-series. The complete course includes videos for download, detailed step-by-step tutorial notes, starting files and the finished character (or you could jump on the Patreon for a month, download what you want and then bounce). Happy Blendering and feel free to leave comments on what game development tutorials you may want to see next!
Id like you to know that this one singular tutorial series has been the absolute best blender content I have seen on youtube. You perfectly explain every single thing I end up struggling with and I find myself repeatedly coming back to this series to answer questions I have that are hard to find elsewhere. I just want to express my gratitude, you have helped me so much and really got me started on creating not only character but assets for games. Thank you.
I have the issue of my weight paint physics not carrying over/showing in Unity. I did precisely THESE things for each bone for each part of my body "Cat Ear L, Cat Ear R, Boob L, Boob R, & Skirt".... 1: Entered Weight Paint Mode/Left click on rig & Shift+Left click on body. 2: Ctrl+Left click on targeted bone. 3: Weight painted desired area/body part for bone (I did this for all bones/body parts.) 4: Turned each bone into a spring bone (For movement.) 5: Tested physics with Interactive mode in pose mode (Looked AMAZING.) 6: Exported & made sure to select "Copy" & click the box icon to the right of it. 7: Imported avatar & applied avatar to scene & applied "Avatar Descriptor" as a component in Unity, pressed play mode,.... but NOOOOO physics :( Was there a step i missed/skipped in Blender or maybe a setting or something that needed to be adjusted? ?
I'm not sure what you mean by spring bone? Is this some form of in built physics with Blender, like a ragdoll? Physics typically won't be able to be ported between 3D software, so you would need to redo any physics within Unity using its physics engine unfortunately.
Hey, thanks for the great video. Is it possible to use meshrendered objects (clothes) instead of skinnedmeshrendered? I'm having a few issues the upper body clothing does only follow one of my three spine bones. Thanks, keep up the goode work!
You have to use Skinned Mesh Renderers for objects that are deformed by a rig in Unity (such as clothing). If your clothing is only following one of the bones, this sounds like an issue with the binding in Blender. Try to rebind the clothing to the rig in Blender with an automatic weights and test to see if the weight is nicely distributed across your three bones. If the automatic binding doesn't do a great job, you may have to manually paint the weights in. Hope that helps!