[Solved] Blender to Unity transparency issue...

Hello,

This is my first time posting on this forum, so I apologize if I break any “rules.” I have a 3D character that I made in Blender, who has a sword, and I am trying to make the sword be invisible during the walk/idle animations, and show up during the swing animation. Each animation is its own “action” on the action editor. The different things I’ve tried work in Blender, but when I refresh Unity, export to Unity, etc…, the sword is visible through all of the animations.

What I have tried so far:

  1. Spread the animation key frames out so they don’t overlap (Idle frame 1, walking 2-33, swing 34-60), and moused over the sword’s eye icon and camera icon, inserted the key frame so they are disabled for frames 1-33, then enabled for 34-60.

  2. Used the node editor to add a transparency node, making the sword invisible during frames 1-33, and visible for 34-60.

I tried uploading the .blend file, but it says the extension doesn’t work. Any and all thoughts are welcome :). Thanks!!

Animating the sword to be invisible should be done in Unity instead of blender.
Several ways this can be accomplished - animate the material transparency, animate the shader to go from opaque to transparent, or turn on/off the swords skinned mesh renderer component in the inspector.

Perfect! I didn’t realize that my object actually had a renderer on it. When I selected the parent object, there was none. However, when I opened the down arrows I was able to see that my sword was considered its own object, had a renderer, and was able to disable it during the correct animations. Thank you so much!

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