3D model need help please

Ok so im working with Zbrush and blender, im getting along pretty good, im working on an enemy and wanted to test it but i’m not sure how to rig it for unity, i know how to rig a model in blender but before i mess up i wanted to know what to do so that there wont be any errors, oh and in what format should i export it to so i will have less problems. Thanks in advance :slight_smile:

Experienced with maya only the answer could be similar on Blender :

  • Up to you to create setup and rig in Blender…
  • When exporting bake your animation and keep only the bones. (becarful when baking to not apply it to all the component of your bones… scale could be deleted and some translation too!)
  • In maya I created a large set of tools it will bake the animation, clean the setup and export bones with animation only.

ok um I’m not quite sure of the baking method, is baking textures the same thing lol because its the only thing i can find.

Hmm really sorry I’m not on Blender… :frowning:
I was just sharing my knowledge about exporting aniamtion to Unity hoping it will help you…

To bake animation in Maya means :

  • when you work animation, it will create a curve in your animation graph editor.
  • But for a simple mouvement you only need some 2 or 3 key on 10 frame for exemple.
  • To bake animation means it will automaticaly create 1 key per frame when lauching the tools before exporting…
  • And result is a quite dirty curve for Unity, but you will save lot of problems… Because sometines Linear curve in your 3D modeling problem doesn’t give the same result in another program…

Anyway…

I hope you will find a cool guy knowing more about Blender for exporting your animation :cry:

Yup, that’s pretty much it. ‘baking’ basically means converting lots of complicated data in lots of different places (often application specific) into less complicated data that can often be compatible with other apps and game engines.

For example;

When animating a rig in MotionBuilder I use lots of animation layers and custom MotionBuilder functions, this data is not compatible with other apps. So I have to ‘bake’ the animation to make it compatible with Maya and Unity, this embeds all of those layers and settings into the rig. However, the downside to this is that I no longer have as much control over the rig, therefore any kind of baking should take place at the end of the pipeline.

do you think i can use zbrush to make all of my model and then animate it with another program like motionbuilder then to unity ?

Yes, start with a ZSphere model, convert to Polymesh, sculpt until you are happy, retpologise into a nice, low res mesh, and export that along with the normal and texture maps into whichever app you wish to animate in.

I may do a little tut on this once I’ve finished building all my environment pieces.