How To Make Anime Characters In Unity
Update note: Eric Van de Kerckhove updated this tutorial for Blender three.0 and Unity 2020.3 LTS.
Artists create 3D characters for your favorite games with the use of models, textures and animations.
In the past, characters needed to have the exact same skeleton to share animations. This limited character diversity as their height and proportions had to exist the same every bit well. As an amusing example, the older FIFA games had players all be the same size because creating a divide skeleton — and a set up of animations — would have been a nightmare.
Present, nigh game engines come with a system to let reusing animations every bit long equally the skeletal bureaucracy is compatible. This allows you to use the same animations for characters of all shapes and sizes. In Unity, this organization is called Mecanim. It allows for easy set up of animations, the blending betwixt them and retargeting of humanoid animations between models.
Being able to reuse animations allows you to employ animations from the asset store and websites like mixamo.com for your ain custom characters. This saves a ton of time!
In this tutorial, you'll learn how to prepare a humanoid model using Blender and how to bring it into Unity. More specifically, yous'll learn how to:
- Create an armature (skeleton) for a graphic symbol and rig it
- Enhance the character with accessories and objects
- Export a model to FBX
- Import Blender models into Unity
- Create and tweak a humanoid avatar
- Attach objects to a graphic symbol
- Animate a humanoid in Unity
Time to jump correct in!
Getting Started
Earlier you lot begin, verify you meet the following requirements:
- Y'all've downloaded and installed the latest 2020.3 LTS release of Unity.
- The latest stable 64-fleck version of Blender is installed on your machine.
- You have a minimal agreement of the Unity editor. Check out some of the beginner tutorials on the website.
- Some feel with Blender is recommended. Here is a skillful tutorial to get started.
Download the source materials by clicking the link at the top or bottom of this tutorial and unzip it somewhere.
Open the Starter folder and navigate to the Avails\RW\Models folder. Now open up CuteCharacter.blend in Blender.
The file contains the following:
- A low poly humanoid character model
- The CuteCharacter fabric
- A reference to the CuteBase texture contained in the same folder equally the model
After opening the file, y'all should see the character model on the left:
Notation that it'south mirrored on the X-axis, meaning its left and correct side are identical. This will brand the whole process a lot easier along the way.
The correct side of Blender has a simple texture image loaded:
Fourth dimension to get to work! The first step to animating this graphic symbol is rigging it.
Rigging the Character
Rigging is the art of creating an armature, the skeleton of the model. An armature has basic to which you can connect vertices, and then they motility along whenever a bone gets moved around.
Hover over the 3D View to bring it into focus. Now add a new armature by holding Shift and pressing A to open the Add Menu. Next, select Armature to add the beginning bone.
You've now created the armature and its first bone, also known as the "root bone". With the armature still selected, notice the In Forepart check box in the Viewport Display section of the Object Properties tab and cheque it.
The armature is at present visible through the grapheme making the skeleton cosmos process a lot easier.
Earlier diving in and creating the full skeletal structure, it's important to empathize how it needs to be set up to be uniform with Unity's Humanoid Avatar.
Due to the fashion Unity maps the bones to its own organization, some fundamental bones are necessary.
Unity expects at least 15 bones, which are:
- Hips (root bone)
- Lower spine
- Upper spine
- Neck
- Caput
- Two upper arms
- Two lower arms
- Ii easily
- 2 upper legs
- 2 lower legs
The rig you'll be creating includes all of the above bones and some extra ones for added stability when animative.
Make certain the armature is still selected and press Tab to enter Edit manner. Adjacent, select the root bone by clicking information technology.
Now open the Os Properties tab on the correct in the Properties editor and rename the root bone to Hips by inbound it in the name field and pressing Enter.
Spine
With the first bone made, you lot tin can now transform it into a spine for the character.
Select the bottom, sphere shaped connector of the Hips bone. Adjacent, press Thousand, Z, 0.5 and Enter in sequence to motility information technology up around where you'd await the centre of the hips to be.
Now, select the top connector and press G, Z, 0.1 and Enter to move information technology up a chip.
Annotation: If it's difficult to see what you're doing, you can zoom in and out using the gyre wheel.
To become more than spine basic, you'll need to subdivide the Hips bone in iii pieces. Select the Hips os, right-click to open up the context menu and select Subdivide. By default, this makes a single cut, splitting the os into two pieces. To increase the number of cuts, open the Subdivide carte du jour at the bottom left of the 3D view and gear up Number of Cuts to 2.
With the spine split, the new basic are named Hips.001 and Hips.002. That'southward non a practiced way of naming bones; rename the bones past selecting each one and changing the name in the Bone Properties tab of the Properties editor on the right similar you did with the Hips bone.
Name the top i Chest and the middle one LowerSpine.
Legs
Side by side upwardly are the leg basic. Indistinguishable the Hips bone by selecting it and then pressing Shift + D. Next, move it a tad to the right and right-click at the finish to reset the position of the new bone.
If you look at the Bone Backdrop tab on the correct, you'll run across a os named Hips.001 selected.
Annotation: Is the bone named Hips.003? In that case you lot might have forgotten to rename the other basic! No worries, yous can rename the bones now and and so utilise the Outliner console at the pinnacle right to find and select your newly created bone again.
Rename this bone to UpperLeg.L. The L stands for left, this makes information technology clear what side the bone is on and will assistance with mirroring later.
This bone needs to point downwardly and be placed correct above the knee. To showtime off, rotate the UpperLeg.L os 180 degrees on the Y axis past pressing R, Y, 180 and Enter in succession.
Now move information technology in place horizontally past pressing G, X, .23 and Enter in that order. Later on that, press Chiliad, Z, -.2 and Enter to go it in position vertically.
Select the bottom connector and movement information technology downwards past pressing Yard, Z, -.3 and Enter in that order.
Y'all now have i large os for a leg. If this character had wooden peg legs, this would've been perfect already! Most people have knees so they can bend their legs though, so yous'll need to make it bendable.
To do that, select the UpperLeg.L bone, correct-click and select Subdivide to carve up the leg in two (ouch!). This results in two leg bones with a connector in the middle that will act a knee. Go ahead and the new bottom bone LowerLeg.Fifty.
The final part of the legs are the anxiety. Switch to a side view by pressing 3 on your numpad and press menstruation (.) on your numpad to focus on the lower leg.
Note: Don't have a numpad? You tin click X-axis on the viewpoint gizmo at the top correct of the 3D view to rotate the view to the right. To get a ameliorate view of the leg, zoom in using your scroll bike.
Now select the bottom connector and extend information technology to make a foot bone by pressing E, Y, -.18 and Enter.
Adjacent, rename the newly created os to Foot.50 using the Bone Properties tab.
Now might be a good fourth dimension to salve the file. Press CTRL + S and you'll discover a small notice actualization at the bottom of the window. Feel costless to do this periodically, better safe than pitiful!
Switch back to the forepart view by pressing 1 on your numpad. Before moving on to the caput, y'all'll need to parent the leg to the hips. Luckily this is pretty simple!
Select UpperLeg.L and expand the Relations section of the Bone Properties tab. Click on the Parent drop-down and select Hips.
Body
On to the caput! Select the connector at the top of the Breast bone, press E, Z, .055 and Enter consecutively. This is the cervix bone so proper noun it Cervix in the Bone Backdrop tab.
To add together the head bone, keep the top connector selected and press E, Z, .95 and Enter in that order.
Name the newly created bone Caput.
Next is the left shoulder connector. Select the top connector of the Chest os and press E, Ten, .08 and Enter to add together the new os. Move it downwards a scrap past selecting the rightmost connector and pressing Thou, Z, -.09 and Enter.
Proper noun this os ShoulderConnector.L. This bone will connect the chest to the shoulder. None of this is anatomically correct in whatever way, and information technology doesn't need to be. :]
Next up is the arm itself! Select the rightmost connector of ShoulderConnector.L and press E, 10, .85 and Enter in that order. This creates one large bone that needs to be divide upwards to create the remaining basic for the left side.
Select the newly made arm os, right-click and choose Subdivide in the context menu. Change the number of cuts in the bottom left to 3, so you lot get four pieces in total.
Proper name these bones as follows, from left to right:
- Shoulder.L
- UpperArm.L
- LowerArm.50
- Hand.L
The mode these bones are laid out might look skilful at kickoff glance, but considering the fashion the connector between the arm pieces sits (likewise known equally an elbow), the arm won't be able to bend correctly. Hold Z to open up the shading menu and drag your cursor to the left to enter the wireframe view.
Now take a look at the bend in the arm:
The red line indicates where the elbow is at present and the white line indicates the arm'southward bending indicate on the mesh. To fix this, select LowerArm.Fifty and motion it to the right by typing Thousand, X, .09 and Enter.
Now switch back to Solid rendering by holding Z and moving your cursor to the right.
That'due south it as far as calculation bones goes. How nearly the right side though? Well, I don't know about you, but I'll have whatever shortcut I tin get to get the work done! That's why the side by side stride is mirroring the basic on the left to the correct with a few keystrokes.
Mirroring
Blender has a nifty feature to rapidly mirror the bones of an armature in just a few simple steps! To start off, deselect all bones by holding Alt/Choice and pressing A. Next, select the bones on the character'south left side (the right side when seen from the front) by holding Shift and clicking the bones ane-by-i. Don't forget about the human foot!
With those basic selected, right-click and select Symmetrize in the context carte du jour. This is all you lot need to do to get a perfect mirrored version of the selected bones:
The bones will also all have .R automatically at the end of their proper name instead of .Fifty to signify what side of the torso they're used for.
Now save the file and set up to move on to rigging.
Weight Painting
Weight painting is the process of binding bones to a 3D mesh. Each bone gets attached to a group of vertices with a certain amount of weight.
The weight decides how "hard" the vertices will exist pulled and pushed by the bone.
Doing this manually would take a while since you'd have to paint the weight of every single os. Luckily, Blender tin can accept care of most of the grunt work by automatically weight painting based on how close the bones are to the vertices. This works by parenting the model to its armature and letting Blender automatically assign weights.
Press Tab to switch to Object mode. Click on the character model to select it, then hold Shift and click the armature to select that as well. The society you do this in is important, as the concluding selected object will exist the parent. Now press CTRL + P to open the Parent bill of fare and choose With Automatic Weights to parent the model to the armature and perform automatic weight painting.
On to the cool role! Select the armature, and then modify to Pose mode with the drib-downwards at the pinnacle left. At present select a os and rotate information technology around by pressing R and moving your cursor around. Do this with each bone on the center and the model's left side to bank check if everything the bones were weighted correctly.
After checking all of the basic, you may take noticed the eyes don't movement with the head, which looks a flake weird, to say the least!
To attach the eyes to the head, yous'll demand to do some actual weight painting. Keep the armature in Pose mode, then hold Shift and click the model to add it to the selection. At present enter Weight Paint mode and fix to do some painting.
This way shows both the bones and the weight fastened to them on parts of the model.
First off by deselecting all bones by pressing ALT/Selection + A. Side by side, hold Shift and click on the Head bone to select it. The weight colors get from dark blue, to dark-green and finally carmine. As you tin see, the eyes are dark bluish, which means they aren't attached to the head bone at all! To attach those optics to the head bone you'll demand to increase their weight.
For easier access to the eyes and to strengthen the outcome of adding weight, rotate the caput bone astern past pressing R, Ten, -xc and Enter in that order. It looks grizzly, but don't worry, he won't experience a thing!
To adhere the eyes to the Caput bone, it needs some weight added to information technology. To start off, select the Add brush in the Castor section of the tool panel at the top left. Past default, this is set up to Subtract.
At present paint on the eyes to increase the weight until the eyes aren't floating anymore.
To cheque out the result, reset the view by pressing numpad 1 and press Alt (or Option) + R to reset the rotation of the Caput bone. The optics are now correctly connected to the head.
Note: The rotation above was done using trackball rotation. Yous tin can activate this rotation mode by pressing R 2 times.
With the basic weight painting done, it's time to add some details.
Adding Accessories
Accessories in this context are objects that are attached to the grapheme but aren't a part of its torso. This department discusses 2 ways of attaching objects: to the model itself and as a separate, reusable object that connects to a bone.
The one-time is a simple hat, and the latter is a weapon for the grapheme to hold.
Earlier continuing, press A two times followed by Alt (or Selection) + R to reset the rotation of all bones.
Editing the Character
The kickoff way of adding more than details to your character is easier to work with, but it comes with some limitations. As y'all'll be working on the model itself — which is mirrored — all geometry added will be copied from the left side to the right and vice-versa. This makes it incommunicable to add anything unique to one side. Because the geometry is a part of a particular model, it also tin can't be reused for other characters. It'south perfect for any situation where those limitations aren't a problem.
If you've followed along with the tutorial until at present, you'll probably still be in Weight Paint mode. Press Tab to enter Edit style and start off past switching the selection mode to Vertex by pressing ane on your number row or past clicking the offset button right of the mode dropdown.
Now select any vertex above the red line (which is an UV seam used for texturing) on top of the head by clicking on information technology. Next, press CTRL + L to select all continued vertices, this selects the whole model. Now select the UV delimiter by selecting UVs in the bottom left panel. The top of the head will be selected now.
Select the edge loop underneath too past holding Shift and Alt (or Pick) and and so clicking on any of the beginning horizontal edges below.
Now duplicate the selected faces by pressing Shift + D and then clicking. Move the duplicated faces upwards a flake by pressing Yard, Z and 0.01 followed by Enter to confirm.
Next, calibration the whole selection upward by pressing S, 1.05 and Enter. This moves the lid away from the head a scrap, so you don't stop up with some of the faces Z-fighting.
The hat is however floating around, then do the post-obit to adhere it to the model:
- Select just the bottom row of the "hat" by pressing ALT/Option + A to deselect everything. Now select the bottom edge row of the hat by holding Alt (or Option) and clicking on one of the bottom edges.
- Go far direct by printing S, Z and 0 in that order.
- Press E to extrude and press Enter to confirm.
- Press S to start scaling and move your cursor towards the model until the edges are within of the head. Rotate the view effectually to make this easier to run into. Click to confirm the scaling.
This gave the hat some depth so it can expect all right from all sides without any holes. A hat made from man skin probably isn't what you had in mind though! To change the color, yous'll have to unwrap its UVs first then it tin fit nicely on the texture.
Select the entire hat by selecting whatever vertex on the hat and then pressing CTRL + L. Change the delimiter to Normal this time to select all the continued vertices. For this hat, you lot'll perform 1 of the easiest unwraps in existence: from the current view. Printing numpad 1 to get a front view, so press U to open the Unwrap menu and select Projection From View.
If you lot await at the correct side of the Blender window where the texture is visible, you lot'll discover some vertices were added that wait similar to half of the hat:
You can select all of these by moving your cursor over to the texture and pressing A. Deportment in Blender are context sensitive depending on where your cursor is placed, and so make sure to go along it somewhere within the region of the texture for now.
Now printing G to movement the UVs over to the bluish splotch, confirm the move by clicking and then scale the selection down until it fits inside the blue region by pressing S and confirming past clicking again.
If y'all at present look at the character over again, you lot'll detect his chapeau turned blueish!
At present, position the cursor back somewhere most the model on the left and printing Tab to return to Weight Paint manner. Rotate the Caput bone around a fleck to check if the hat is continued.
Information technology looks similar you're in luck! Because the vertices of the lid are all then near to the Head os, they're included automatically. If this wouldn't be the instance, you'd have to paint the chapeau similar yous did with the eyes.
Next up is creating and attaching a separate object.
Attaching Objects
For this role, you'll be creating a simple staff that will act equally a weapon for the character to hold. It'due south easy to imagine a sword, an axe or even a magic wand instead, merely creating a complex weapon is exterior the scope of this tutorial.
Get into Object mode and printing Shift + A to open the Add together carte du jour. Select Mesh > Cylinder to add a new cylinder to the scene.
The default cylinder is besides big, so suit the cylinder parameters in the bottom left: change Radius to 0.04 and set the Depth to 1.2.
This makes the cylinder thinner and shorter. At present brand the cylinder smooth by right-clicking to open the context carte du jour and selecting Shade Smooth.
The cylinder doesn't take any material assigned yet, so it looks grey and bland. To assign a material, open the Material tab in the Properties editor on the correct and select CuteMaterial from the drop-downwardly side by side to the New button.
To turn the cylinder into a brown staff, you'll need to unwrap its UVs outset. Press Tab to enter Edit mode, press U to open up the Unwrap menu and select Project From View.
Motion your cursor over the texture on the right, press Chiliad to start moving the UVs and move information technology over the brown patch on the texture. Confirm the motion with Enter and scale it downward by pressing S and moving your mouse, so the UVs fit inside.
The staff is now brown colored. Don't worry about the awkward positioning; you'll be dealing with that next.
Open the Object Constraint Properties tab in the properties editor. Add a new constraint by clicking the Add Object Constraint drop-downward and selecting Child Of.
Constraints limit the position, rotation and/or scale of an object. In this case, it'll be used to parent the cylinder to the hand bone of the character. This style — if yous create whatever animations — the object will exist fastened to the hand at all times. This makes previewing the animation a lot easier and allows you to prevent the object from intersecting with the torso.
Setting up the Kid Of constraint is straightforward. Click the Target drop-down and select Armature. Now click the Bone drop-downwards and select Paw.R. You tin type the proper name of the bone in this fields to make selecting information technology easier.
After doing this, you'll find the staff snaps to the graphic symbol's right paw. The position isn't quite correct though, so movement it forward a flake by pressing Chiliad, Y, -0.4 and Enter. Much amend!
Fourth dimension to put the staff to the test. Select the armature and switch to Pose mode. Now rotate the view so you can see the staff clearly, select UpperArm.R and rotate it around a bit by pressing R and moving your mouse around. The staff volition continue following the hand around as if the character held it.
The character and its accessories are now done. Relieve the file and pat yourself on the back for a job well done!
Next upwards is exporting the model and the armature to Unity.
Exporting to Other Formats
Notation: If you lot're not interested in exporting models to other formats and then you tin share them with other people, experience free to skip this section. Just save the file and close Blender.
Unity can handle Blender'southward .blend just fine equally long as Blender is installed on the system. However, when sharing models with different people, it's often improve to use a format like .FBX or .OBJ that doesn't require whatsoever other software. That's as well the reason why most of our tutorials come with .FBX model files instead of .blend files.
Exporting to FBX with Blender is easy. To beginning, select File > Export > FBX (.fbx) in the top menu.
Y'all'll now see a Blender File View window. You tin choose a location to save the file past choosing a binder on the left or by typing in the location directly at the top. The export settings are at the right side of the window:
These default export settings will work with Unity, but there's a chance they might make a mess in more complex scenes as it will consign everything, even lamps and cameras. To make a clean export, make the following changes:
In the Include department, deselect Camera, Lamp and Other. You lot tin do this by holding down Shift and clicking the options y'all want to disable.
With these options selected, you won't become any undesired objects exported. Now check the Employ Transform checkbox at the bottom of the Transform section. This applies the position, rotation and scale of all objects. That ways any non-uniform values volition be reset; if the rotation was set to (Ten:23, Y:125, Z:7), for case, information technology volition be gear up to (X:0, Y:0, Z:0).
Adjacent, open the Armatures department, bank check Only Deform Basic and uncheck Add Leaf Bones. This prevents Blender from calculation extra bones to the armature. Leaf bones are only needed for compatibility with Maya. Non-deform basic like control basic are only needed in the modeling software to brand precise adjustments; they're useless in a game engine similar Unity.
The default Animation options are fine, so you don't need to tinker with those.
Now that you accept all of this set upwardly, it would be slow if you lot needed to do this every single time you lot want to export a file. That's where the presets come up in. You can relieve all of these settings in Blender's internal options for later utilise.
To do this, click the + button next to the Operator Presets drop-down at the height, type a name for the preset in the textbox and click the OK push. For the sake of this tutorial feel gratuitous to name it Unity FBX.
If you at present open the Operator Presets drop-down, you can select the newly made preset:
Doing then volition instantly employ the settings. This works beyond all files, so from now on you can export any Blender file to FBX for use in Unity. The final step is the bodily exporting. This tutorial uses the .blend file in Unity for animative, so experience gratis to save the FBX file anywhere you lot want past selecting a binder on the left and pressing the Export FBX button at the top right.
Save the file and close Blender. It's finally fourth dimension to spring into Unity and use the model!
Setting Upwards a Humanoid
Open the starter project in Unity and look at the Assets folder in the Project view.
Here's a quick overview of what these are for:
- Animations: Contains a elementary idle animation.
- Materials: The materials of the grapheme and the dojo.
- Models: Here'south where y'all edited and saved the character. It also includes the dojo model and some textures.
- Music: An Asian inspired vocal to get into the dojo mood.
- Scenes: The Dojo scene.
If it'due south not already open, open the Dojo scene from the Scenes folder.
With the overview out of the mode, on to using the character!
Avatar Mapping
To kickoff, select the CuteCharacter model in the Models folder and open the Rig tab in the Inspector. Open the Blitheness Blazon drop-down and select Humanoid.
This flags this character as a humanoid i, so Unity can employ it as such. At present click Use to save these settings.
After a curt re-import, y'all'll find the Configure… button is at present enabled. Click this button to first linking the bones to Unity'due south Mecanim system.
Look at the Scene view and rotate the view around until the graphic symbol faces you. Discover the green bones; these are the ones Unity uses internally. Clicking any of these will select the corresponding os in both the Hierarchy and in the Inspector.
The way Unity uses these bones is by acting like a puppeteer. Instead of straight upward using animation files to update the basic every frame, it reads the values and applies those to every humanoid based on their Avatar definition. This allows for flexibility when it comes to trunk shapes. Take the graphic symbol you've been working on, for instance; its proportions are not realistic, but that doesn't matter as its skeleton is likewise adapted to fit while still having the essential basic like a spine, arms, legs, etc. Some of the basic may be shorter than in nigh humans, only they're there.
Now focus on the Inspector, you'll see a human shape with green and gray circles spread effectually. All solid circles are necessary for the Avatar organization to piece of work. If any of these are missing, they'll turn scarlet, and you won't be able to animate the character correctly.
The dotted ones are optional bones for more circuitous rigs. Any body parts that are grayed out are missing, but not essential. This character doesn't have any fingers for example.
Beneath that is the full overview of the bones, and this is where y'all demand to link body parts to bones. If any of the circles are red, you'll need to (re)assign a bone. The skeleton you've made is entirely upward to spec when it comes to Unity, so no adjustments are necessary. Hurray!
Switch to the Muscles & Settings tab at the peak of the Inspector. This allows you to view and tweak the virtual muscles.
You'll now come across three sections:
- Muscle Group Preview
- Per-Musculus Settings
- Boosted Settings
The first one has several sliders you can move from left to right to exam if the muscles are mapped correctly. Try them out and see what they practise. Note that the finger ones won't take whatever consequence since the character doesn't accept any fingers. Press the Reset All push button afterwards every examination to reset all preview sliders.
The Per-Muscle Settings section contains sub-sections that tin be unfolded by clicking the arrow adjacent to them. Every one of these has some more specific previews and allows you to specify the minimum and maximum angles to prevent overlapping for your specific model.
Expand the Left Arm section and effort sliding around the Arm Downward-Upwardly slider. Notice what happens with the minimum value selected:
The arm is moving through the graphic symbol's body. Ouch! To prepare this, prepare the preview slider to its lowest value and change the minimum angle of Arm Down-Up to -xx.
Practise the same for Right Arm > Arm Downward-Up.
That concludes the tweaking of the muscles. There are more muscles you lot can tweak to prevent overlapping, but for the sake of this tutorial you can leave them at their default settings.
Press the Utilize button at the lesser-right to relieve the changes to the Avatar and press Done to close the mapping manner.
At present it'southward time to add the character to the scene and give it an animation to play.
Using the Character
To add the character, drag the CuteCharacter model from the Models folder into the Hierarchy.
Now set up the rotation of CuteCharacter to (X:0, Y:180, Z:0), then it's facing towards the camera. Next, create a new animation controller by correct-clicking the RW\Animations folder and selecting Create > Animation Controller.
Name information technology CharacterController and double-click it to open the Animator window. Now drag the Idle animation from the RW\Animations folder onto the Animator grid to make it the default animation.
Next, select CuteCharacter in the Hierarchy and click the selector push button next to the Controller field. Select CharacterController in the selection window.
As a last step, you'll need to attach the weapon the character's right hand. To do this, start off past brand the character into a prefab by creating a new Prefabs folder in the Avails/RW folder and dragging CuteCharacter to it.
A popup volition appear asking yous what type of prefab you want to create, select Original Prefab here.
Now double click the CuteCharacter prefab you just created to open information technology in Prefab Way. Expand CuteCharacter in the Hierarchy and drag Cylinder to Hand_R to parent information technology. This is the limitation of calculation a split up object equally I discussed before. Not doing this will effect in the weapon just floating around the graphic symbol.
Now exit Prefab Fashion past clicking the pointer button beneath the + button at the top left of the Hierarchy.
That's it! Press the play button to see the character in motion.
Now press the play push again to terminate the scene and press CTRL + S to salvage the changes you've made.
Where to Get From Hither?
Congratulations on finishing this tutorial. You can download the final project using the link at the top or lesser of this tutorial.
In this tutorial, yous learned how to:
- Create an armature (skeleton) for a character and rig it
- Modify the character with accessories and objects
- Export to FBX
- Import Blender models
- Create and tweak a humanoid avatar
- Attach objects to a character
- Animate a humanoid in Unity
To use the knowledge you've gained, you can create some accessories yourself and requite them a different color or pattern. If you know some modeling, y'all tin can also create a character from scratch and rig it.
To learn more nigh Blender, check out these tutorials:
- Official Blender Tutorials.
- Blender Guru's 3.0 Beginner Series.
To learn more about Mecanim and the Avatar system, read this weblog mail service by Unity.
Thanks so much for reading this tutorial to the end. If you take any questions or comments, experience free to join the discussion beneath.
Source: https://www.raywenderlich.com/31539225-creating-reusable-characters-with-blender-and-unity
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