![]() ![]() This should fix the issue, so try exporting the file again. Make sure that you remove any keyframes on the pieces before baking. Then, bake the animation to keyframes on the axis object. To fix this, you need to create an empty axis object and parent all of the pieces to this object. This means that Blender has made a separate animator for every piece of the cube. The current problem is that each piece of the cube isn't connected, but is instead its own separate object. If you really need to have the animation that you made in Blender, then you need to clean up the model some before you can export it. Add mesh colliders and rigidbodies to each piece of the cube, and make a script that launches each piece away from the cube when it needs to explode. Once the model is in Unity, you could use Unity's built in physics to create the effect in real time. ![]() You may want to parent the little pieces of the cube to an empty before or after the export so you can keep track of them more easily. This would not only involve slightly less hassle, but it might even create a cooler effect, since you could use real-time physics and collisions in-game.įirst, export the model, and import it into Unity. Rather than trying to get the object and its animations to export from Blender into a usable format, you could export the model and reanimate it in unity. Either you could recreate the effect in Unity, thus negating the problem entirely and leading to potentially cooler results, or you could just fix and export the thing. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |