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Blender to Unity Weight Painting doesn't transfer.

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Can't get weight painted armature and mesh to work smoothly in Unity. Here's my workflow: -Do weight painting in Blender. -Do animations in Blender. -Export FBX. -Import in Unity -Set avatar to humanoid(bones are a perfect match) But the animation doesn't play as smoothly as in Blender and deformations do not stretch correctly. In Unity: ![alt text][1] In Blender: ![alt text][2] [1]: https://i.stack.imgur.com/Tqgag.png [2]: https://i.stack.imgur.com/9EgIJ.png The animations work correctly overall, just doesn't in some parts such as the knee. Update: Steps to re-create problem -Create an armature in Blender, extrude a second bone(forming a joint). -Create two cylinder meshes as "arm" and "elbow", place them to form an jointed appandage(a full arm). -Join meshes into a single mesh. -Place mesh to cover the armature. -Parent mesh to armature(Auto-weight to ease steps, do manual vertex grouping if not) -Weight paint the mesh to have a smooth human-like joint -In pose mode bend the joint as if bending an arm(make a simple animation, just one keyframe will do). -Export armature and mesh as FBX. -DragNDrop FBX to Unity -Set animation type (humanoid if you made the whole model, generic if not) -Problem can be viewed in Animation tab. Unity Version: 2019.2.6f1 Arm in Blender: https://youtu.be/T5UAJz2NP0E Arm in Unity: https://youtu.be/rbGk0Hdpyh4 Test File: https://pasteall.org/blend/38a8b86904ea4fb2b984f523b70bc0f2

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