Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by robinking · Mar 04, 2011 at 01:22 PM · blenderbone

newbie blender pipeline question

I'm just starting to learn Blender, I'm working on an iOS app involving a digger and I want to create a low poly digger in Blender. Up til now I built the digger in Unity using cubes and empty GO's for the pivots. Now I want to have a proper skinned model. I have a few questions that will hopefully set me on the right path. Apologies if this is covered elsewhere, I did look and found nothing specific to my needs...

I want the meshes to be: (1) the Chassis & Tracks; (2) the rotating base, cab, engine etc; (3) the upper arm; (4) the lower arm; (5) the bucket. I'm animating them in code. Should I make 5 different Blender files and import them as different Transforms? Or should I have 5 different Objects in Blender, parented to each other? Will bones help me, since it's an inorganic object which shouldn't deform? Can I manipulate individual bones in code in Unity, as if it was a child Transform?

Thanks for any advice!

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Jessy · Mar 04, 2011 at 02:26 PM 0
Share

I like your tags. I'm envisioning a "will it blend" at an autopsy lab ...

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Jessy · Mar 04, 2011 at 01:38 PM

For a low-poly animated object, bones are the way to go, because you won't be using a bunch of draw calls then. You'll have to do some scripting, probably based on naming, to get references to them, but you can work with them like any other Transform.

http://docs.unity3d.ru/ScriptReference/SkinnedMeshRenderer-bones.html

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image robinking · Mar 05, 2011 at 12:33 AM 0
Share

Brilliant, that really helps. I'll look into that example you linked... So this way is better than having separate meshes that share the same material, and relying on dynamic batching?

avatar image Jessy · Mar 05, 2011 at 02:06 PM 0
Share

I don't have test results, but yes, apparently: http://answers.unity3d.com/questions/8602/combining-meshes-for-independently-moving-objects Dynamic batching is better than no batching (but only reliably on mobile platforms due to hardware idiosyncrasies), but bones are apparently better. If you ever get some figures on that, I'd love to see them.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Why does rotating a bone on one axis affect others and translation 2 Answers

animation.Play not affect specific bone 1 Answer

Eye bone twisting 1 Answer

Animations imported from blender look strange... 1 Answer

Parenting mesh to armature in Blender leads to flipped normals after import to Unity 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges