Hey, I found this cool free 3D character model online, and I’d like to import it into Unity so I can use it my games, but I can’t seem to get it into a format that Unity likes. The model seems to have been created using Blender, and saved in the .blend format, which isn’t compatible with Unity. Since I have Blender installed, I tried opening up the model in Blender, and it worked just fine, but none of the other formats I try to export it to seem to play nice with Unity. Anyone got any tips?
Unity imports the .blend format, including that model, just fine. (Or rather, Unity automatically makes Blender export to .fbx behind the scenes, but the effect is the same). Make sure you’re using Blender 2.49b.
Ah, thanks. Looks like I simply had the wrong version of Blender installed. Was using 2.49.2 instead of 2.49b.
I downloaded 2.49b, and that enabled me to import the model just fine, but it didn’t seem to bring its textures with it, which is odd because it brought the materials, but left out the actual textures to plug into the materials, leaving them blank.
Yeah, I was able to get the textures by exporting them from Blender (the textures weren’t included as interdependent files for some odd reason). Had to do some things with the alpha layer in Photoshop to get the transparencies to work correctly in Unity, but that’s all working good now.
Now the question is… how do I get the animations to work? Unity requires that I specify exact key-frames for the animations, but the help file that came with the model doesn’t include that information, and I don’t know how to access animations in Blender.
Load the file into Blender. Scrub the time line back and forth and record the animation start / end times manually, on a piece of paper, with a pen. You can see keyframes in the timeline, or dope sheet or graph view, but they alone won’t tell you the start end times without watching the animation.