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How To Animate Character In Blender And Import To 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 by, characters needed to take the exact same skeleton to share animations. This limited character diverseness as their pinnacle and proportions had to be the same as well. As an amusing instance, the older FIFA games had players all be the aforementioned size because creating a separate skeleton — and a prepare of animations — would have been a nightmare.

Nowadays, most game engines come with a organization to allow reusing animations every bit long as the skeletal hierarchy is compatible. This allows you to use the same animations for characters of all shapes and sizes. In Unity, this system is called Mecanim. Information technology allows for piece of cake set upward of animations, the blending between them and retargeting of humanoid animations between models.

Being able to reuse animations allows you to use animations from the asset store and websites like mixamo.com for your own custom characters. This saves a ton of time!

In this tutorial, you'll acquire how to set a humanoid model using Blender and how to bring it into Unity. More specifically, you'll acquire how to:

  • Create an armature (skeleton) for a character and rig information technology
  • Enhance the grapheme with accessories and objects
  • Export a model to FBX
  • Import Blender models into Unity
  • Create and tweak a humanoid avatar
  • Attach objects to a grapheme
  • Animate a humanoid in Unity

Fourth dimension to jump right in!

Getting Started

Before you brainstorm, verify you come across the following requirements:

  • You've downloaded and installed the latest 2020.iii LTS release of Unity.
  • The latest stable 64-fleck version of Blender is installed on your machine.
  • You have a minimal understanding of the Unity editor. Check out some of the beginner tutorials on the website.
  • Some feel with Blender is recommended. Here is a practiced tutorial to get started.

Download the source materials by clicking the link at the pinnacle or bottom of this tutorial and unzip it somewhere.

Open up the Starter folder and navigate to the Assets\RW\Models folder. Now open up CuteCharacter.blend in Blender.

The file contains the following:

  • A depression poly humanoid character model
  • The CuteCharacter material
  • A reference to the CuteBase texture contained in the same folder as the model

After opening the file, you lot should see the character model on the left:

Note that it'southward mirrored on the X-axis, significant its left and correct side are identical. This will brand the whole process a lot easier along the way.
The right side of Blender has a elementary texture epitome loaded:

Fourth dimension to become to work! The first step to animating this character is rigging information technology.

Rigging the Character

Rigging is the art of creating an armature, the skeleton of the model. An armature has basic to which yous tin can connect vertices, then they move along whenever a bone gets moved around.

Hover over the 3D View to bring information technology into focus. Now add a new armature by property Shift and pressing A to open up the Add Carte du jour. Next, select Armature to add together the first bone.

Y'all've now created the armature and its get-go bone, as well known every bit the "root bone". With the armature still selected, observe the In Front bank check box in the Viewport Brandish section of the Object Backdrop tab and check it.

The armature is now visible through the character making the skeleton cosmos process a lot easier.

Earlier diving in and creating the full skeletal structure, it'south important to understand how it needs to be set up upwardly to be uniform with Unity'due south Humanoid Avatar.
Due to the manner Unity maps the basic to its ain system, some key bones are necessary.

Unity expects at least 15 bones, which are:

  • Hips (root os)
  • Lower spine
  • Upper spine
  • Cervix
  • Head
  • Two upper arms
  • Two lower arms
  • 2 hands
  • Two upper legs
  • Two lower legs

The rig you'll be creating includes all of the above basic and some actress ones for added stability when animative.
Brand certain the armature is still selected and press Tab to enter Edit mode. Next, select the root os by clicking it.

At present open up the Bone Properties tab on the right in the Properties editor and rename the root bone to Hips by inbound it in the name field and pressing Enter.

Spine

With the first bone made, y'all can now transform it into a spine for the character.
Select the bottom, sphere shaped connector of the Hips bone. Adjacent, press Thou, Z, 0.5 and Enter in sequence to move it up around where yous'd expect the center of the hips to be.

Now, select the tiptop connector and printing G, Z, 0.1 and Enter to move information technology upwardly a bit.

Notation: If it's difficult to see what you're doing, you lot tin can zoom in and out using the scroll cycle.

To go more spine basic, you lot'll need to subdivide the Hips os in iii pieces. Select the Hips bone, right-click to open up the context menu and select Subdivide. Past default, this makes a unmarried cutting, 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 ready Number of Cuts to two.

With the spine separate, the new basic are named Hips.001 and Hips.002. That's not a good mode of naming bones; rename the bones by selecting each one and changing the name in the Bone Properties tab of the Backdrop editor on the correct like you lot did with the Hips os.

Name the top one Chest and the middle one LowerSpine.

Legs

Next up are the leg bones. Duplicate the Hips bone past selecting it and and then pressing Shift + D. Next, move it a tad to the right and correct-click at the terminate 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 can rename the basic now and then use the Outliner panel at the summit right to find and select your newly created bone again.

Rename this bone to UpperLeg.L. The L stands for left, this makes it clear what side the bone is on and will assistance with mirroring later on on.
This bone needs to point down and be placed right above the genu. To start off, rotate the UpperLeg.L bone 180 degrees on the Y axis by pressing R, Y, 180 and Enter in succession.

Now move it in place horizontally by pressing Thousand, 10, .23 and Enter in that order. Afterward that, printing G, Z, -.2 and Enter to become information technology in position vertically.

Select the lesser connector and move it downward by pressing G, Z, -.3 and Enter in that society.

Yous now have one big bone for a leg. If this character had wooden peg legs, this would've been perfect already! Most people take knees so they tin can bend their legs though, and then yous'll need to make it bendable.
To do that, select the UpperLeg.L bone, correct-click and select Subdivide to divide the leg in two (ouch!). This results in 2 leg bones with a connector in the middle that will deed a knee. Go ahead and the new bottom bone LowerLeg.50.

The last part of the legs are the anxiety. Switch to a side view by pressing 3 on your numpad and press menses (.) on your numpad to focus on the lower leg.

Note: Don't have a numpad? You lot can click X-axis on the viewpoint gizmo at the meridian right of the 3D view to rotate the view to the right. To get a ameliorate view of the leg, zoom in using your scroll wheel.

Now select the bottom connector and extend it to make a foot bone by pressing E, Y, -.eighteen and Enter.

Adjacent, rename the newly created bone to Foot.L using the Os Properties tab.

Now might be a good time to save the file. Press CTRL + South and you'll observe a small find appearing at the bottom of the window. Feel gratuitous to do this periodically, improve safe than distressing!

Switch back to the front view past pressing one on your numpad. Before moving on to the head, you'll need to parent the leg to the hips. Luckily this is pretty simple!

Select UpperLeg.L and expand the Relations section of the Bone Properties tab. Click on the Parent drop-down and select Hips.

Torso

On to the head! Select the connector at the top of the Chest bone, press E, Z, .055 and Enter consecutively. This is the cervix bone and so proper name it Neck in the Bone Properties tab.

To add the head os, go on the top connector selected and press E, Z, .95 and Enter in that lodge.

Name the newly created os Head.

Next is the left shoulder connector. Select the top connector of the Chest bone and press E, X, .08 and Enter to add together the new bone. Movement it down a bit past selecting the rightmost connector and pressing G, Z, -.09 and Enter.

Proper noun this os ShoulderConnector.L. This bone will connect the breast to the shoulder. None of this is anatomically correct in any manner, and it doesn't need to be. :]
Next upwardly is the arm itself! Select the rightmost connector of ShoulderConnector.50 and press E, X, .85 and Enter in that society. This creates one large bone that needs to exist split up upwardly to create the remaining bones for the left side.

Select the newly made arm os, correct-click and choose Subdivide in the context menu. Modify the number of cuts in the bottom left to iii, then you become four pieces in full.

Name these bones as follows, from left to right:

  • Shoulder.50
  • UpperArm.L
  • LowerArm.Fifty
  • Hand.Fifty

The way these bones are laid out might look good at first glance, but because the mode the connector between the arm pieces sits (likewise known as an elbow), the arm won't exist able to bend correctly. Hold Z to open up the shading carte du jour and drag your cursor to the left to enter the wireframe view.

Now take a expect at the bend in the arm:

The red line indicates where the elbow is now and the white line indicates the arm'southward bending signal on the mesh. To fix this, select LowerArm.L and motility it to the correct by typing G, X, .09 and Enter.

Now switch back to Solid rendering by belongings Z and moving your cursor to the right.

That's it as far equally adding bones goes. How about the right side though? Well, I don't know about you lot, simply I'll take any shortcut I can get to get the work done! That's why the next step is mirroring the bones on the left to the right with a few keystrokes.

Mirroring

Blender has a swell feature to rapidly mirror the bones of an armature in only a few simple steps! To start off, deselect all bones by belongings Alt/Option and pressing A. Next, select the basic on the character'due south left side (the right side when seen from the front) by holding Shift and clicking the bones one-past-one. Don't forget about the foot!

With those bones selected, right-click and select Symmetrize in the context menu. This is all yous demand to practice to get a perfect mirrored version of the selected bones:

The bones volition also all accept .R automatically at the end of their name instead of .L to signify what side of the body they're used for.

Now save the file and prepare to move on to rigging.

Weight Painting

Weight painting is the process of binding bones to a 3D mesh. Each bone gets attached to a group of vertices with a certain corporeality of weight.

The weight decides how "difficult" the vertices will be pulled and pushed past the bone.

Doing this manually would take a while since you'd take to paint the weight of every single bone. Luckily, Blender tin take care of nearly of the grunt work by automatically weight painting based on how close the bones are to the vertices. This works past 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, and then hold Shift and click the armature to select that equally well. The social club you lot do this in is important, as the last selected object will exist the parent. Now printing CTRL + P to open up the Parent menu and cull With Automatic Weights to parent the model to the armature and perform automated weight painting.

On to the cool office! Select the armature, then change to Pose mode with the drop-downwardly at the top left. Now select a bone and rotate it around by pressing R and moving your cursor around. Do this with each bone on the centre and the model's left side to check if everything the bones were weighted correctly.

After checking all of the bones, you may have noticed the eyes don't move with the caput, which looks a fleck weird, to say the least!

To attach the eyes to the head, yous'll demand to do some actual weight painting. Keep the armature in Pose fashion, then agree Shift and click the model to add together it to the selection. Now enter Weight Paint mode and prepare to practise some painting.

This style shows both the bones and the weight fastened to them on parts of the model.

Commencement off by deselecting all bones by pressing ALT/Option + A. Next, hold Shift and click on the Head bone to select it. The weight colors go from dark blue, to light-green and finally red. As you can meet, the eyes are nighttime blueish, which ways they aren't fastened to the head bone at all! To attach those eyes to the caput bone y'all'll demand to increase their weight.

For easier access to the optics and to strengthen the effect of calculation weight, rotate the head bone backward by pressing R, X, -90 and Enter in that order. It looks grizzly, only don't worry, he won't feel a thing!

To adhere the optics to the Caput os, it needs some weight added to information technology. To start off, select the Add brush in the Brush section of the tool panel at the top left. By default, this is set up to Subtract.

Now paint on the eyes to increase the weight until the eyes aren't floating anymore.

To check out the result, reset the view past pressing numpad 1 and printing Alt (or Option) + R to reset the rotation of the Head os. The eyes are now correctly continued to the head.

Note: The rotation to a higher place was done using trackball rotation. You can actuate this rotation mode by pressing R two times.

With the bones weight painting done, it's time to add together some details.

Calculation Accessories

Accessories in this context are objects that are attached to the character simply aren't a part of its body. This department discusses two ways of attaching objects: to the model itself and as a separate, reusable object that connects to a bone.

The quondam is a simple hat, and the latter is a weapon for the grapheme to hold.

Before continuing, press A two times followed past Alt (or Option) + R to reset the rotation of all bones.

Editing the Character

The first way of adding more details to your character is easier to work with, only information technology comes with some limitations. As you'll exist working on the model itself — which is mirrored — all geometry added will be copied from the left side to the right and vice-versa. This makes it incommunicable to add anything unique to one side. Because the geometry is a part of a particular model, it also can't be reused for other characters. It'due south perfect for whatever situation 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 way. Press Tab to enter Edit way and offset off by switching the pick mode to Vertex by pressing ane on your number row or past clicking the first button correct of the mode dropdown.

At present select any vertex above the ruby-red line (which is an UV seam used for texturing) on top of the head past clicking on it. Next, press CTRL + L to select all connected vertices, this selects the whole model. Now select the UV delimiter by selecting UVs in the bottom left panel. The tiptop of the head will be selected at present.

Select the border loop underneath every bit well by holding Shift and Alt (or Option) and then clicking on whatever of the first horizontal edges below.

Now duplicate the selected faces by pressing Shift + D and then clicking. Motion the duplicated faces up a bit by pressing Thousand, Z and 0.01 followed by Enter to confirm.

Next, scale the whole choice up by pressing Southward, i.05 and Enter. This moves the lid away from the caput a bit, and so you don't end upward with some of the faces Z-fighting.

The hat is still floating effectually, and so practise the post-obit to attach it to the model:

  • Select simply the bottom row of the "hat" by pressing ALT/Choice + A to deselect everything. Now select the bottom edge row of the hat by property Alt (or Option) and clicking on one of the lesser edges.
  • Brand information technology straight past press S, Z and 0 in that order.
  • Press East to extrude and press Enter to confirm.
  • Press S to start scaling and motility your cursor towards the model until the edges are inside 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 look all correct from all sides without any holes. A hat fabricated from man skin probably isn't what you lot had in mind though! To alter the colour, yous'll have to unwrap its UVs showtime so information technology can fit nicely on the texture.

Select the entire hat by selecting whatever vertex on the hat then pressing CTRL + 50. Alter the delimiter to Normal this fourth dimension to select all the connected vertices. For this hat, you'll perform one of the easiest unwraps in beingness: from the current view. Press numpad 1 to get a front end view, and then press U to open the Unwrap menu and select Project From View.

If you look at the correct side of the Blender window where the texture is visible, you'll notice some vertices were added that expect similar to one-half of the hat:

You can select all of these by moving your cursor over to the texture and pressing A. Actions in Blender are context sensitive depending on where your cursor is placed, and then brand sure to keep it somewhere inside the region of the texture for at present.

At present press 1000 to move the UVs over to the blue splotch, ostend the movement by clicking so calibration the pick downward until it fits within the blueish region by pressing South and confirming past clicking once again.

If you now look at the character again, you'll notice his hat turned blue!

Now, position the cursor back somewhere nearly the model on the left and press Tab to return to Weight Paint mode. Rotate the Head bone effectually a bit to check if the lid is continued.

Information technology looks like yous're in luck! Because the vertices of the chapeau are all so nigh to the Head bone, they're included automatically. If this wouldn't be the case, you lot'd have to paint the hat like you did with the eyes.

Next up is creating and attaching a dissever object.

Attaching Objects

For this function, you'll exist creating a elementary staff that volition act as a weapon for the character to hold. It'southward piece of cake to imagine a sword, an axe or even a magic wand instead, only creating a complex weapon is outside the scope of this tutorial.

Get into Object fashion and press Shift + A to open up the Add menu. Select Mesh > Cylinder to add together a new cylinder to the scene.

The default cylinder is too big, then adjust the cylinder parameters in the lesser left: change Radius to 0.04 and set the Depth to ane.2.

This makes the cylinder thinner and shorter. Now brand the cylinder smooth by right-clicking to open the context carte du jour and selecting Shade Smooth.

The cylinder doesn't take any material assigned however, and so information technology looks grey and banal. To assign a textile, open up the Material tab in the Properties editor on the correct and select CuteMaterial from the drop-downward next to the New button.

To turn the cylinder into a brown staff, you lot'll demand to unwrap its UVs offset. Printing Tab to enter Edit mode, printing U to open the Unwrap menu and select Project From View.

Move your cursor over the texture on the right, printing G to start moving the UVs and move it over the chocolate-brown patch on the texture. Confirm the movement with Enter and calibration it down by pressing South and moving your mouse, and then the UVs fit inside.

The staff is at present chocolate-brown colored. Don't worry about the awkward positioning; you'll be dealing with that next.

Open the Object Constraint Properties tab in the backdrop editor. Add a new constraint by clicking the Add Object Constraint drop-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 os of the grapheme. This style — if y'all create whatever animations — the object volition be fastened to the paw at all times. This makes previewing the animation a lot easier and allows y'all to foreclose the object from intersecting with the body.

Setting up the Child Of constraint is straightforward. Click the Target drop-down and select Armature. At present click the Bone drop-down and select Mitt.R. You can type the proper noun of the bone in this fields to brand selecting it easier.

Subsequently doing this, y'all'll notice the staff snaps to the graphic symbol'south correct hand. The position isn't quite right though, so move it forward a fleck past pressing G, Y, -0.four and Enter. Much better!

Time to put the staff to the test. Select the armature and switch to Pose mode. At present rotate the view then y'all can see the staff clearly, select UpperArm.R and rotate it around a bit by pressing R and moving your mouse around. The staff will keep post-obit the manus around as if the character held it.

The character and its accessories are now done. Save the file and pat yourself on the back for a task well done!

Next up is exporting the model and the armature to Unity.

Exporting to Other Formats

Notation: If y'all're not interested in exporting models to other formats then you tin share them with other people, experience gratuitous to skip this section. Just save the file and close Blender.

Unity can handle Blender's .blend just fine as long every bit Blender is installed on the organization. All the same, when sharing models with different people, it's oftentimes better to use a format like .FBX or .OBJ that doesn't require any other software. That's as well the reason why virtually of our tutorials come with .FBX model files instead of .alloy files.

Exporting to FBX with Blender is easy. To commencement, select File > Export > FBX (.fbx) in the peak bill of fare.

You'll now see a Blender File View window. Y'all tin choose a location to save the file past choosing a folder on the left or past typing in the location directly at the top. The export settings are at the right side of the window:

These default export settings will work with Unity, simply in that location'south a chance they might make a mess in more circuitous scenes as information technology will consign everything, fifty-fifty lamps and cameras. To make a clean export, make the following changes:

In the Include section, deselect Camera, Lamp and Other. You tin practise this by property downwards Shift and clicking the options yous desire to disable.

With these options selected, you won't get whatsoever undesired objects exported. Now check the Use 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 prepare to (X:23, Y:125, Z:7), for case, it will exist set to (10:0, Y:0, Z:0).

Next, open the Armatures section, check Merely Deform Bones and uncheck Add Leaf Bones. This prevents Blender from adding extra bones to the armature. Foliage basic are only needed for compatibility with Maya. Not-deform basic like command basic are but needed in the modeling software to make precise adjustments; they're useless in a game engine like Unity.

The default Animation options are fine, then y'all don't need to tinker with those.

At present that you lot have all of this fix, information technology would be tedious if you needed to do this every single time yous want to consign a file. That's where the presets come up in. Y'all tin can salve all of these settings in Blender'southward internal options for later utilise.

To do this, click the + push next 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 y'all now open the Operator Presets drib-downwardly, you lot tin select the newly fabricated preset:

Doing so will instantly apply the settings. This works across all files, so from now on yous can export any Blender file to FBX for use in Unity. The final step is the bodily exporting. This tutorial uses the .blend file in Unity for animating, and then feel free to save the FBX file anywhere you desire past selecting a binder on the left and pressing the Export FBX push at the meridian right.

Relieve the file and shut Blender. Information technology's finally time to bound into Unity and utilise the model!

Setting Up a Humanoid

Open up the starter project in Unity and look at the Assets 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 character and the dojo.
  • Models: Here's where y'all edited and saved the character. It also includes the dojo model and some textures.
  • Music: An Asian inspired vocal to become into the dojo mood.
  • Scenes: The Dojo scene.

If it'southward non already open up, open the Dojo scene from the Scenes folder.

With the overview out of the way, on to using the character!

Avatar Mapping

To offset, select the CuteCharacter model in the Models folder and open up the Rig tab in the Inspector. Open the Blitheness Type drop-down and select Humanoid.

This flags this graphic symbol as a humanoid 1, so Unity tin use it as such. Now click Apply to salvage these settings.

After a brusk re-import, you'll notice the Configure… push button is now enabled. Click this button to get-go linking the bones to Unity's Mecanim system.

Look at the Scene view and rotate the view around until the character faces you lot. Notice the light-green basic; these are the ones Unity uses internally. Clicking whatever of these volition select the corresponding bone in both the Hierarchy and in the Inspector.

The way Unity uses these basic is by acting like a puppeteer. Instead of straight up using animation files to update the bones every frame, it reads the values and applies those to every humanoid based on their Avatar definition. This allows for flexibility when it comes to body shapes. Take the character yous've been working on, for instance; its proportions are not realistic, only that doesn't affair as its skeleton is also adjusted to fit while nevertheless having the essential bones like a spine, arms, legs, etc. Some of the bones may be shorter than in nearly humans, merely they're there.

Now focus on the Inspector, yous'll come across a human being shape with green and gray circles spread around. All solid circles are necessary for the Avatar system to work. If whatever of these are missing, they'll turn ruby, and you won't be able to animate the character correctly.

The dotted ones are optional basic for more than circuitous rigs. Any trunk parts that are grayed out are missing, but not essential. This character doesn't have any fingers for example.

Beneath that is the total overview of the bones, and this is where y'all demand to link torso parts to bones. If whatsoever of the circles are red, you'll need to (re)assign a bone. The skeleton you've made is entirely up to spec when it comes to Unity, and so no adjustments are necessary. Hurray!

Switch to the Muscles & Settings tab at the superlative of the Inspector. This allows you to view and tweak the virtual muscles.

You'll now meet three sections:

  • Muscle Grouping Preview
  • Per-Musculus Settings
  • Additional Settings

The first one has several sliders yous can move from left to right to examination if the muscles are mapped correctly. Try them out and see what they do. Note that the finger ones won't have whatsoever effect since the character doesn't have any fingers. Press the Reset All push after every test to reset all preview sliders.

The Per-Muscle Settings department contains sub-sections that can be unfolded by clicking the arrow next to them. Every ane 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 around the Arm Downward-Up slider. Notice what happens with the minimum value selected:

The arm is moving through the character's body. Ouch! To fix this, set up the preview slider to its lowest value and change the minimum angle of Arm Down-Upwards to -twenty.

Practise the same for Right Arm > Arm Down-Up.

That concludes the tweaking of the muscles. There are more muscles you can tweak to forestall overlapping, but for the sake of this tutorial you tin can leave them at their default settings.

Printing the Apply push button at the lesser-right to save the changes to the Avatar and press Done to close the mapping fashion.

Now it's time to add together the grapheme to the scene and give it an blitheness to play.

Using the Grapheme

To add the character, drag 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'due south facing towards the camera. Next, create a new blitheness controller by right-clicking the RW\Animations folder and selecting Create > Animation Controller.

Name it CharacterController and double-click it to open the Animator window. Now drag the Idle animation from the RW\Animations folder onto the Animator filigree to make it the default blitheness.

Next, select CuteCharacter in the Hierarchy and click the selector button next to the Controller field. Select CharacterController in the selection window.

Every bit a final step, you'll demand to attach the weapon the character's right hand. To do this, start off by brand the character into a prefab by creating a new Prefabs binder in the Avails/RW folder and dragging CuteCharacter to it.

A popup will announced asking you what blazon of prefab you lot want to create, select Original Prefab here.

At present double click the CuteCharacter prefab you lot just created to open it in Prefab Mode. Expand CuteCharacter in the Bureaucracy and drag 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 just floating effectually the character.

Now go out Prefab Fashion past clicking the arrow button below the + push button at the meridian left of the Hierarchy.

That'due south it! Printing the play push button to come across the character in motion.

Now printing the play button again to stop the scene and press CTRL + Southward to relieve the changes yous've made.

Where to Go From Here?

Congratulations on finishing this tutorial. You tin download the final project using the link at the top or bottom of this tutorial.

In this tutorial, you learned how to:

  • Create an armature (skeleton) for a character and rig it
  • Change 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 employ the knowledge yous've gained, y'all can create some accessories yourself and give them a unlike color or pattern. If you know some modeling, you tin also create a character from scratch and rig it.

To learn more than almost Blender, check out these tutorials:

  • Official Blender Tutorials.
  • Blender Guru'southward iii.0 Beginner Series.

To learn more than about Mecanim and the Avatar arrangement, read this blog post by Unity.

Thanks so much for reading this tutorial to the end. If you accept any questions or comments, feel free to join the discussion below.

Source: https://www.raywenderlich.com/31539225-creating-reusable-characters-with-blender-and-unity

Posted by: masonpate1995.blogspot.com

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