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Question by Jacooboo · Sep 10, 2017 at 07:07 PM · fpscharacterblenderrigginganimate

Does it work to import a rigged and animated character to unity from blender

I'm rigging and animating my own 3d character with blender. Will it work to import the character later when it's done rigged and animated to unity? I'm making my own fps game and i have all the controls done coded. Will the character walk and actually be able to move hi's legs? Happy for an answer, Thanks!

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Answer by BastianUrbach · Sep 10, 2017 at 08:37 PM

Yes, Unity should recognize and import all relevant data automatically. Skinned meshes are rendered by the SkinnedMeshRenderer component and animations are handled by the Animator component. Both should be added to your model by default. If you have trouble importing the data or your model behaves unexpectedly, check the Rig and Animations tabs in its import settings. For humans you should change "Animation type" from "Generic" to "Humanoid".

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avatar image Jacooboo · Sep 11, 2017 at 04:44 AM 0
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Okey thank you very much! Do i have to change animation type from generic to humanoid when it's a robot?

avatar image BastianUrbach Jacooboo · Sep 11, 2017 at 06:01 AM 0
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I haven't worked with Unity's animation system a lot but I think the main benefit of marking a character as humanoid is that you can easily reuse animations made for other humanoid rigs. Whether a character can be considered humanoid or not depends just on the rig so as long as your robot's rig is a human one it makes sense to mark it that way. You don't have to do it though. The default is "Generic" because it can be used for everything, "Humanoid" just offers some additional features that rely on understanding the structure of your rig.

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Answer by Jacooboo · Sep 11, 2017 at 06:49 AM

Okey, thanks alot!

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