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 CG-DJ · Aug 25, 2013 at 07:58 PM · blenderrigmechanim

Blender Rigify to Unity MechAnim

Ugh.

Ok, I'm not a rigger. Rigging is some weird magic that (to me) is very technical, difficult, and tricky. So I use Rigify in Blender. It gives me a humanoid rig that I put around my mesh, and then I generate a great rig to control my human.

The problem is, Rigify and Unity3D's Mechanim don't play nice. Mechanim relies on specifically named and structured bones to retarget animations and make them flow together, but rigify doesn't follow those rules. Does anyone have any experience importing objects from Rigify to Mechanim that can give me pointers/a good tutorial/or help?

Thanks for the help, guys!

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by meat5000 · Aug 26, 2013 at 12:01 AM

Blender loves to use IK (Inverse Kinematics)

Unity loves to use FK (Forward kinematics)

And its greatly discouraged to use both IK and FK at the same time in Unity.

I use Blender. Love it. When I make a rig I use IK. The thing is when you import to Unity, Unity takes it all out anyway. The only time it is useful is when I am creating my animations inside Blender. Unity goes only on the Keyframes anyway, and interprets the rest for itself. This accounts for the strange frame jitters Unity loves to throw at me.

If you have made your animations outside of Unity and they are having problems with Mecanim, try using Generic rig instead of Humanoid in Import settings, when you click your imported model. Also, try disabling all Keyframe optimisations and compressions both in Unity Import and Blender Export.

Blender rigging is actually a piece of pistachio. Unity doesnt do Drivers or ShapeKeys so forget all that nonsense and just look up a few tutorials. You'll get it in no time. Promise.

Comment
Add comment · Show 3 · 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 CG-DJ · Aug 26, 2013 at 12:31 AM 0
Share

Yeah, I$$anonymous$$ rigs are awesome!

Thanks for the help man. The big key there is to USE A GENERIC RIG TYPE!

Now, will I lose any functionality by using a Generic Rig Type?

avatar image meat5000 ♦ · Aug 26, 2013 at 01:02 AM 0
Share

Yes, I guess.

$$anonymous$$ecanim only really supports Humanoids at the moment; and it likes a particular rig type at that, as you mentioned. So under Generic you don't get to configure $$anonymous$$uscle setup etc that you get when you configure your Avatar.

However, if you use Blender to keyframe your animations you generally won't need that stuff anyway. Under Generic you can still use Animator and Statemachines and if you layer your animations in the statemachine you can use Body$$anonymous$$asks to control individual bone groups to $$anonymous$$ix animations. In the Animator you can setup all your transitions from one animation to another to sync limb movements etc. So as far as I'm concerned, it's pretty full functionality.

It's worth learning to Rig and Animate in Blender. It won't take long and opens a door through which you'll never want to go back :)

avatar image CG-DJ · Aug 26, 2013 at 12:32 PM 0
Share

Thanks! I know the basics of both in blender. I just need to work on rigging! Thanks for the help!

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

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Mechanim Won't Move my Avatar Forward 1 Answer

A node in a childnode? 1 Answer

Does Unity support material setting from blender? 1 Answer

blender texture not showing 3 Answers

I can't convert .Blend to .FBX . Help! 1 Answer


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