Hi
i’m working with blender as i’m learning to use 3DS Max, and was playing around with animation. i made a building with a radar dish that rotates useing keyframe animation, this works and rotates when i play it in blender. i exported it to unity to try this out, so my question is how do I either apply/save the animation in blender so that when i put it in unity i can see it? i have never worked with animations yet. how do i make it work in unity?
any help would be greatly appreciated!
thanks!
i dunno about blender because i use 3ds max … and when i export it from 3ds max i use the fbx file type and it works perfectly every time… it exports all animations on the model and the textures all in the right place … then in unity 3d, i import it in and it works…just have to drag the textures from the prefab that was imported into the right place of the inspector … hope this helps
maybe this will help too:
http://forum.unity3d.com/threads/61658-imported-models-from-blender?highlight=blender+export
a “blender export” search through the forums should help
looks like sizing of the fbx files is all that happens like this post:
http://forum.unity3d.com/threads/63865-size-of-fbx-files-exported-by-blender-too-large?highlight=blender+export
IPOs are not supported, you have to use the action editor and create an action for it, then import the blend file in Unity. Neither shape keys can be used, bu I don’t think those have been used in your case