From worldbuilding, animation, and cinematics to rendering, the Unity Editor works seamlessly with tools like Maya or Blender to keep artists and designers in the flow. With Unity, creative teams can iterate quickly in the same environment. If anyone knows then that would be great! Even if I'm just SOL. Create beautiful, immersive experiences that engage from the very first pixels.
Trying to troubleshoot and see if there's a way to keep the mask info intact on export and import into Unity. edit Above sounds bit incorrect, what I meant was that I'd be able to work with FBX data, take some FBX data that already is in use in Unity or created/modified in some software, then bring it to Blender, edit, go back to other software if needed, then back to Blender and then export to Unity. fbx or if it was just not possible in this format? The blend shapes are all being controlled via script in Unity (the shapes adjust the head based on user input - character customization basically) and aren't keyed animation. I am trying to import assets- ex:fbx files- into my app that is made using. I was wondering if there was a check box or some other option that would export the masks with the. glTF (GL Transmission Format) is used for transmission and loading of 3D models in web and native applications. Bake Signed Distance Fields directly from Unity Editor or at runtime. fbx the blends come over just fine, however the masks don't carry over so the eyeballs and eyelids end up being affected by the blend shape targets. When the FBX file is modified inside the originating 3D modeling software. I've used the blend shape editor to mask out areas of the head to not be affected by the blends (the eyeballs and eyelids specifically). You cant edit Model Prefabs in Unity, apart from changing the import settings. The head has several blend shapes attached to it. So I've created a complete character rig for export to Unity 5.