Blender 2.58

Blender 2.58 is out even before unity could try an fix the import problem!

http://www.blender.org/download/get-blender/

WTF? Blender dropped PSD support?

That was unexpected. And it’s a bummer. I am not sure this was a good decission … :-/

Clarifications: I am using the official 2.58 build with no troubles what-so-ever. I’m using an updated script that you can find at http://forum.unity3d.com/threads/85753-Blender-2.57/page4. PSD is working as it always has. I have no idea what their statement on PSD support means. Could be that you can’t render as PSD or something, no idea.

afaik, psd support in blender only works with 32bit versions of blender that were built with quicktime enabled. in addition, you need quicktime installed on your system if i remember correctly. 64bit versions of blender can’t use quicktime because there’s no 64bit version of the quicktime sdk.

OK. What Blender has dropped is rendering images to PSD. So in the most practical of senses, this won’t affect anyone doing games. You can still use PSDs as textures and so on.

Quicktime is also dropped so fuhgeddaboutit. ^^

Is it wrong that I am staying with 2.49? I hate the new interface xD

Of course a preference is always a preference. But I’ve never felt as satisfied with Blender as now, and finally the 2.5 series feels really solid and reliable. Then obviously it’s always smart to stay on top of changes - things are not going to work like in 2.49 anymore from now on.

edit: nevermind …

Me, too. I’m putting off the switch to 2.5x for as long as I can. As I understand it, Unity will continue to support Blender 2.49 for the foreseeable future and will add support for 2.5x when its FBX API has finalized. I could be wrong, but that’s what I remember UT telling me several months ago.

the most probably the final road map of blender (2.6 soon), is going to change a bit the GUI…

I’m hoping someone on the Blender forums posts a script or template that makes 2.5x more 2.4x friendly. Everyone I asked just said to “bite the bullet and learn the new interface” but when you’re doing this for a living and only make money when doing “productive” work, it’s hard to bite that bullet without taking a financial hit. I’m putting it off as long as I can. :wink:

Blender? For a living? This doesn`t really work :wink:

I would say, bite the bullet and learn the new inter … err :slight_smile:

Blender rocks don’t forget that :stuck_out_tongue:

Hopefully one day COLLADA will take over for FBX. Join the effort in #blendercollada on IRC if you are interested :slight_smile:

i like the 2.5x gui. Far more intuitive compared to 2.4x and earlier.
You need to get used to it, sure, but overall it’s faster and friendlier.

I wouldn’t call the new GUI bad. Just… different. It really takes some time to get used to it but the bugfixes in 2.58 are definitely worth to switch. Specially the animation system was quite a mess in the old versions and from what I’ve seen, most of that is finally fixed now.
So far, I haven’t got the blender to unity conversion working though :frowning:

Anybody notice that the models out of Blender import into Unity rotated 270 degrees on the X axis?

I have a rather specific condition.

I’m working with objects that are built on the fly, so I’m adding meshes to gameobjects through scripting. Well it turns out that no matter how you rotate it beforehand in Blender, or afterward in Unity it’ll still be rotated that 270 degrees if you’re adding the meshes that way.

@dtoliaferro
Nope, thats acutally not true. You need to rotate it in blender and then apply the rotation to obData. Click in object mode Object/Apply/Rotation. That should work.

Inkognito could you explain that process in some more detail please? I’m able to rotate the objects transform, while in object mode, so not editing mode easily enough but the solution seems too simple. I have this nagging feeling at the back of my mind which is reminding me about something I read somewhere that said something along the lines of “when using an armature your mesh’s object transform properties should be unaltered” so I’ve maintained a format where I don’t actually edit the local objects transform at all… hopefully you can clear this up for me and release me from this constraint lol

Hello everybody!
To fix Blender 2.58 to Unity export problem, go to C:Program files/Unity/Editor/Data/Tools and replace “Unity-BlenderToFBX” with this one

623097–22189–$Unity-BlenderToFBX.zip (816 Bytes)