Hi,
just want to let you know that I just published a 24 page document with a detailed workflow for Qubicle, Blender and Unity 3D.
You can learn a useful and productive workflow that allows you to design a voxel character in Qubicle, rig it with Blender and use it with Unity 3D Mecanim animation system.
I develop this workflow through investigation all over the internet and test various ways until I found the right solution to make this three awesome tools work together.
Here’s the link to the item: http://bit.ly/1dYiVWy
Hope you find it useful!
Carlos
Interesting, I’ve been scrambling to get such information. I’m very interested in purchasing your tutorial …
Can you let me know if this will help me first ?
Creating the model :
- I’ve created a human(oid) character in Qubicle
- I’ve exported it to Blender via FBX. Every body part is separated as its own mesh.
- I rig the character using “parent to Bone”, parenting bones to relative meshes.
- I create animations using the dopesheet; I set my timeline, do my LocRot modifications, and insert my key frames.
- Tried using the NLA editor, but I don’t think I get its usefulness.
Using the model:
- Imported the model (in Unity) from the .blend file; .fbx file seems to import animations strangely for me (probably broke it with the NLA editor).
- Created humanoid avatar.
What I still need to fix:
- Direction is wrong (animation previews facing down).
- Creating reusable avatar animations in such a way that I can have multiple characters using the same avatar and animations (i.e. a farmer and a knight should be able to share the same avatar and walking animation).
… so if you think your tutorial would help me wrap up what I’m trying to accomplish, I’ll get it, but I’m waiting for your confirmation before spending for your PDF.
Thanks!
Hi, sorry for the late response, I’m this days on vacation period.
The method exposed in the tutorial respect the workflow you used (export FBX, separate limbs, …) to be always something reproducible.
I get the way solve the direction problems and be consistent between different softwares.
In regards of animations, I don’t create the animations in blender, but I think this should not affect the main method and should be an add-on that could be possible if you prefer that way.
I think the tutorial could help you to get a solid way to get that working in a consistent way, and have a guide to check each time you need. I continue using it since I did it 
Best,
Carlos