Hi, I downloaded the free animated monster model from this site: 3DRT - Game Art Developer and now I just can’t get it correctly into Unity, no matter what I do:
The .fbx file imports correctly but the object is rotated wrong 180° so it walks backwards all the time. Even if I change the rotation in Unity it reverts back instantly when starting the game mode. Therefore I opened the .blend file in 2.55 and tried to rotate the skeleton 180° and it first looked OK, but…
a) after exporting to collada (.dae) the skeleton is messed up (even in blender) as well as parts of the mesh
b) after exporting to .fbx and importing into Unity the complete mesh is missing…
c) other exports from also have issues to the point it’s unusable
So, all in all, where is the problem?
Is blender to blame, because it is totally bugged?
Is the model and skeleton messed up? Strangely enough the model consists of 2 skeletons…
Are all(!) exporters from blender buggy?
And why can’t I just rotate the model in Unity so that it faces the correct direction?
I opened “monster-animated-character.fbx” in Unity 2.6.1 and didn’t see any issues. I opened the same file in Carrara Pro 7.x and likewise didn’t see any issues. I then opened “monster.blend” in Blender 2.4.9 and noticed that one of the vertices in the right forward leg wasn’t weighted properly, but otherwise it looked to work fine. Sounds like there are still issues with Blender 2.55 (it is still in beta afterall) so it might be a good idea to post a bug report at blender.org. There’s also another thread in this forum about the Blender beta where you might be able to post and get some help.
I can import the .fbx file, and the animations and model is correct - however it is simply rotated wrongly and therefore unusable for Unity3D, therefore it needs to be corrected first with an appropriate 3D application. Since I have nothing more than blender 2.55: I can export it “only” in .max,.3ds,.obj,.dae,.fbx.
I mean… who would have thought that nothing works if trying to export it, because it will be messed up. Of course this ain’t an issue of Unity, but I really do wonder with what 3D application other people are working with if blender is “unusable” for at least 1 year now…
The .fbx imports correctly for me in Unity 2.6.1. I didn’t have to rotate it at all. As for Blender, 2.4.9 is still the current stable version and can still be downloaded at www.blender.org.
It looks “correct” on the first view because it is at least standing on its feet, but it is looking into -Z instead of Z axis, therefore it needs to be rotated 180°around the Y axis. I am not an animation artist but have read that one needs to rig/animate the object from zero again if the object is oriented in another direction and a simple pivot rotation would not change this or mess up the skeleton. I’m not sure that th download of an older blender version would solve this problem. If I need to rig the “dummy”-object myself, I could also make a completely new “dummy” from scratch (e.g. the “cookie-man” tutorial from blender 2.49), however I hoped there was an easier solution than that.
Do I understand correctly… Your able to import the animated character into unity and it’s just 180 degrees off? If that’s the case, put the character into a game object and rotate that 180.
Yes, that did work, but it’s a dirty workaround if you have lots of units with that issue. For the purpose of a single “dummy”-testing it will be sufficient though.
Well… it happens because when an asset is created and animated in the original 3d package and then exported a key is placed on every joint (or bone) on every frame. So whatever direction/rotation the character is facing is baked in. If your making the assets yourself you either have them facing the correct way or don’t key the characters root. You can also try deleting the roots keyframes.