How To Import Fbx Animation Into Unity
Last updated December 2019, eight min. read
What you will get from this page: Pointers on efficient round-tripping of your geometry between Autodesk applications and Unity. Based on an exclusive partnership with Autodesk, Unity provides intuitive workflows for artists via the FBX Importer and Exporter. Topics covered in this article include Scripted Importers; Timeline integration and animations; the Exporter for lights and cameras, and Node proper noun remapping.
The Importer & Exporter
The built-in Unity FBX Importer provides support for:
- Hierarchies
- Materials
- Textures
- Stingray PBS shaders
- Cameras
- Animation and animated custom properties (when present in the FBX file)
The Unity FBX Exporter is available in Preview via the Packet Director from versions 2018.3 and upwardly. The FBX Exporter package makes information technology smooth and easy to send geometry and blitheness from Unity 2017.3 or later, to whatsoever application that supports FBX, and back again with minimal endeavor.
The Exporter provides support for:
- GameObject hierarchies
- Materials
- Textures
- Cameras
- Lights
- Skinned Meshes
- Animation
The Exporter enables Autodesk tools to be aware of your Unity project and the location of your Assets folder. By doing this, it enables you lot to round trip very easily and save loads of time. You tin do all your setup and grey-boxing, then very quickly export things to digital content cosmos tools (DCC), such as 3ds Max, Maya or Maya LT, take the artists finalize the content, and safely merge your changes dorsum into those Avails to continue your piece of work in Unity.
Scripted importers
The original FBX SDK was in an unmodifiable C++ blackness box. With scripted importers you can write custom asset importers in C#, for file formats not natively imported, which gives you lot a powerful ways of manipulating content coming into Unity.
Presets
Via the Inspector, the Presets feature allows yous to define a ready of workflows or imports for presets, for loading content into the engine. You lot tin adjust import settings by clicking the push, creating a preset so clicking this every bit a default preset, and every model of that file type gets loaded. For example, you tin set up up light presets to employ to lights, or tweak how y'all desire to load in animations. You can also drag presets into scenes to create content.
To specify default settings with the Inspector window, select a Preset in the Project window, and in the Inspector window, click Ready as Preset.
Yous can besides specify default settings with the Preset Manager equally shown in the image above.
The Recorder
The Recorder is available via the Parcel Manager. Information technology gives you an interface in Unity to capture video and animation data during gameplay and and then records it to various media formats.
There's also an API for the Recorder, the GameObjectRecorder, which you lot can tell to record a given component from a root object.
Timeline integration and animations
The Exporter and powerful tools such equally Timeline, Cinemachine, ProBuilder and the aforementioned Recorder, provide an efficient workflow for creating cutscenes and trailers.
For example, you tin block out animations in Timeline, use the Recorder to bake the animations downward into an blitheness clip, and then apply the Exporter to export the baked animations out to your DCC tools. Or, alternately, block out your animations in Timeline and export the entire timeline to FBX. This will include everything bound to that timeline in a single FBX, that can then be imported into the DCC tools. In one case everything is fine-tuned, y'all then bring it all dorsum into Unity for final setup.
Exporter for lights and cameras
The Exporter enables you to bring beyond your calorie-free types, including animated properties such as intensity, spot angle and colour. The built-in Importer volition load all of these low-cal properties natively, and the Exporter allows yous to extend this behaviour, so yous can roundtrip the avails dorsum to the DCC tools
Supported camera parameters include: field of view, projecting type, attribute ratio, focal length near and far planes.
Node name remapping
When roundtripping, very often avails will exist edited and renamed, potentially changing their very nature. Now Unity will make certain that modifications made to the FBX by an external awarding tin can be remapped to the original with no loss of information.
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Source: https://unity.com/how-to/work-assets-between-unity-and-autodesk
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