Blender to unity workflow12/31/2023 I'm not sure how your solution manages memory, but here is the solution that I came up with: As you can imagine, with more attachments that you have for your characters, the more memory it will consume. When I was setting up my character customization from Blender to Unity, I also wanted to separate the rig, animation and model files, to prevent unnecessarily loading unused models into memory. Though I've not seen very much discussion regarding animation retargeting using this method, however it seems like a workable solution others have used.Īnd for any type of morphology for the characters I'd strongly suggest (based on research only not hands on) this tool I seem to have missed this thread a couple of months ago, so it may be sort of late, but I wanted to leave my resource here just in case. I'm sure your aware - but I'll list some threads I've found useful on the topic. I'll definitely be pinging you about your workflow/pipeline when I get to a point where I need customized characters.Īre you setting this up for the players/users to have selectable swappable clothing/armor - kinda like Skyrim or any similar type game, character select screen, inventory swappable items/clothing? Even grabbing the name of a material using mat will cause a new instance of that material to be created, and you'll lose dynamic batching on it.Ĭlick to expand.Seems like you have a great handle on the process your using, glad to see you making progress. The one "gotcha" I do want to point out is to make sure you never reference the mat property of an object, but rather always the sharedMaterial. In order to select the appropriate color, the CharacterGenerator has a series of arrays indicating acceptable index locations of the texture atlas. This works for me since my UVs are each solid colors, but it may not work for you. To change colors of hair and skin, I shift UVs around as described in my thread here (near the bottom). When I instantiate a character, I remove all the feature object that don't belong to that character, while disabling the gear options unless they possess that item. I reference that model in my CharacterGenerator, which reads the model on initialization and determines the number of options for each feature. Each part is named very particularly to group them into appropriate categories (body-male-01, head-female-02, hair-male-12, etc). For my characters, I have all the customizable parts (including gear) in one. Your method sounds nicer than what I ended up doing. do you think I'll run into trouble this way? Or is there anything else I should be considering with this approach? I intend to have an npc/enemy pool but when I use one I'll be changing the clothing / weapon they're equipped with, so theoretically. I wonder though if I'll be thrashing the ram by loading in and cobbling together characters like this. When I type that out and read it, it seems solid. To prevent clipping issues, I'll have different versions of the nude character mesh that is missing parts that are replaced by clothing. rather than just having them all in memory on each character GO and turning them on or off. This seems to be the way to go if you've got a lot of gear, since I should be able to just mount them onto each character GO at runtime kinda like a mr potato head. I'll be retargeting the clothing/skin meshes of each player/npc/enemy to this rig. My next move is to make an animation dummy blend file which will house all animations, so I can just keep adding onto that file at my leisure with minimal prefab retreading. I made alternative materials for different skin colors. So at the moment I have my male and female character nude meshes in separate blend files, and I imported them into unity and made prefabs of them. Combine child meshes in each character game object at runtime for 1 draw call or close. All nude, clothing, weapons, hair etc objects in separate blend files and unity prefabs.Customizable skin, hair, clothing and weapon items.Player, NPCs, and enemies using the same animation rig.I'd like to run what I'm about to do by you guys just in case I'm doing something dumb here, hehe.
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