Blender 2.5 + Unity 2.6 + OSX 10.5 issues

Has anyone encountered issues with .blend files saved from Blender 2.5 OSX (early release) and Unity 2.6? Unity doesn’t seem to recognize them, and throws a error (could not convert .blend file to FBX).

I haven’t hit any issues with blender 2.49.

thanks

I haven’t tried importing Blender 2.5 files yet, but it might be related to the fact that Blender 2.5 has undergone major changes that also might affect the .blend file structure. Also, Blender 2.5 is not yet officially released, so there are certainly still multiple bugs which again might affect the saved file.

Of cours, this is just a guess.

@traden - Blender 2.5 doesn’t include any import / export scripts yet, so it won’t work with Unity. For now, use version 2.49b. Incidentally, Blender 2.5 isn’t even in Beta yet, what you’re using is an “early development” version.

Ya, I figured as much. I know the animation system has been re-built from the ground up, so I imagine the .blend file has had some serious re-engineering. I had just tried it out of curiosity to see if it would work.

I really like Blender’s new, can’t wait for 2.5’s release.

thanks for the reply!

Actually, it has nothing to do with changes to the .blend file. Unity doesn’t actually import the .blend file, what it does is it launches Blender in the background and exports a .fbx “automagically”. If the .FBX file export script worked in Blender 2.5, then (theoretically at least) it should work with Unity. Have you tried opening the .blend in Blender 2.49b and then exporting a .fbx manually? That might work, although I haven’t tried it yet.

ohhhhh… That explains the blender crash message I get every time unity tried to update when i save the blender file.

Sadly, none of the saved animation transfer over since 2.49 doesn’t recognize 2.5 new animation system. I just wish the copy/paste pose worked between 2.5 → 2.4, but it doesn’t.

thanks

Ouch, that hurts. Blender 2.5 isn’t really meant for “real” work at this point. Because it’s an open source project and people are anxious to see its progress some of the very early stage builds are being published by individuals. The official build is still 2.49b and I’m happy to say it works very nicely with Unity.

Incidentally, according to what I read a week ago or so, 2.5 probably won’t be released until late 2010, so it’s still a long way off.

Apparently Unity 2.6 is not able to import Blender files from 2.9b as well. I had to explicitly convert the model to fbx.

i tried it too…but doesnt work,

what i found though is that u can use the new ui nad tools in 2.5 to model n texture,then open it with 2.49 and save.
u can then rig and animate in 2.49

i think this is a good workflow as 2.5’s ui and tools make it quicker to model and texture…(my opinion)

so you can model in 2.5… then open in 2.49 and add animation, textures etc?

and then go to Unity?

thats acceptable… I like the way 2.5 looks for modelling. If you can get that back into 2.49 then animate there should be useable at least.

You’ll have to use an intermediate format like .obj or .3ds to go from 2.5->2.49 because the .blend file format has changed and 2.49 won’t open 2.5’s .blend files. But other than that, yeah, you can model/texture/etc in 2.5, export to obj or 3ds, then import into 2.49 to do animations. Save that out as a 2.49 .blend and Unity will like it just fine.

I use 2.5 to model my self and then open the blend file in 2.49 and do my animation. I never have to export to to a diffrent format when I open the 2.5 file in 2.49. I get a warning that I am opening a 2.5 file and will loose data such as animation. If I do nothing else but model in 2.5 all works great.

I myself learned Blender in 2.5 and have to hunt around alot in 2.49 to do what I want. Can’t wait till 2.5 is all I need.

Does anyone have any idea how long it will be before they release the next edition of 2.5? I only read that its already late…

Anyone have estimates of how much longer?

I think I read somewhere 3rd quarter of 2010. But that may be hear say.

I read that it was supposed to be done 3rd quarter of 2009.
:x

Btw - I just picked up this mouse… and it rocks for Blender.

http://store.razerzone.com/store/razerusa/en_US/pd/productID.169418900

Razer Naga…12 buttons on left side can be made to mimic numPad or any other remapped key combos.

Awesome… even works on Mac.

I looked into this issue, but I couldn’t export from Blender 2.5 to fbx using command line. If anyone knows how to do that - let me know :slight_smile: I would like to fix this for Unity 3.0 :slight_smile:

I don’t know if there is currently any way to do this, but I’ve been looking into it and will continue to do so.

One thing I would like to see is a menu or config file where we can define an extension (.blend for instance), then a command to run on import for that type. Then if anyone wanted to use some non-supported modeling program, they could as long as there was a command line .whatever->.fbx converter. Something like:

Extension: .supermodel
Convert Command: c:\program files\mySuperModeler\converttofbx -i %i -o %o
Edit Command: c:\program files\mySuperModeler\supermodel %i

%i and %o would be replaced by Unity with the input and output file names respectively.

Then when blender adds a command line for FBX conversion (or when we figure out how to use it if it’s already there), we won’t have to wait for a new Unity release to start using it.

Anyways, if I figure out how to convert it using the existing 2.5 alpha I’ll post here.

Hi niosop,

It’s a fair wish, unfortunately things are more complicated than that - you need to pass more options (like frame rage, bake animations and so on) and these options are passed in different ways to different tools. Of course that can be done through some intermediate scripts, but then it gets complicated :wink: And not that many users will be able to do that (and we like to keep things simple). I understand your point - you don’t want to wait till another release to get such an important feature, so the actual problem is long release cycles. We’re concerned about that too - I would like to see shorter release cycles.

I would suggest you to post your idea on http://feedback.unity3d.com/ an get people to vote on it.

Regards,
Paulius

Given this:

http://www.blender.org/documentation/250PythonDoc/bpy.ops.export.html

I got success with:

import bpy
import os
outfile = os.getenv("UNITY_BLENDER_EXPORTER_OUTPUT_FILE")
print("Starting blender to collada conversion " + outfile)
bpy.ops.export.fbx('EXEC_DEFAULT',filepath=outfile)
print("Finished blender to collada conversion " + outfile)

Works from the command line, so long as I don’t use -b.

Me too (either fix it, or like you to fix it :wink: )