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11. May 2011

 

So I finally got around to moving from 2.56 –> 2.57 and apparently it some API changes seem to have broken the Unity importing.  In my case, once saving the .blend file to my assets directory I get an error message of “Blender could not convert the .blend file to FBX file”. The solution was found on the Unity forums in the post by user Woodn.  For simplicities sake and due to the importance of this fix, I will repost it here.  Again, all credit goes to woodn for compiling this fix, and to alewinn and jorrit.  Thanks!

 

Ok, collecting all infos until unity is updated officially:
Credits go to jorrit and Alewinn!
Mac:
- Get Blender 2.57a from blender.org or a recent build from graphicall.org and unzip it somewhere. Assign blend files to open with the just downloaded blender.app.
- Browse to the Unity folder and right-click "Unity.app" and select " Show Package content". Then browse to the folder Contents/Tools/ and backup "Unity-BlenderToFBX.py". Then replace it with the one in the attached zip file or change the lines described by alewinn a few posts above yourself.
- Done.

 


Win:
- Get Blender 2.57a from blender.org or a recent build from graphicall.org and unzip it somewhere. If you use a zip package, make sure you register the blender.exe by executing "blender.exe -r" in a cmd prompt or with a shortcut. If you use the installer, you don't need to do this.
- Browse to the C:\Program Files (x86)\Unity\Editor\Data\Tools folder and backup "Unity-BlenderToFBX.py". Then Replace it with the one in the attached zip file or change the lines described by alewinn a few posts above yourself.
- Done.

 

Once I replaced the .py script and restarted Unity, everything worked normally again.

File attached below.

Unity-BlenderToFBX.zip (903.00 bytes)

Art


30. April 2011

6a00d8341c858253ef00e54f2306618834-640wiSo, choosing Blender for my art pipeline has some very big upsides, and a couple massive downsides.

 

Amongst the biggest downsides is that Blender is in the midst of a very long move from 2.4x to 2.5x, which means you are effectively using beta software in production.  Frankly, the 2.5x branch is probably as stable as the 2.4x branch with some major feature improvements.  That said, there is a giant downside… all kinds of documentation is simply and massively WRONG.

I just spent 2 hours trying to get a textured model into Unity, and for the love of all that is, I simply couldn’t get textures to work.  After many google sessions, I read that TexFace needs to be enabled… simply press F5 or F9, but again, these instructions are for 2.4x and are outdated.

I finally found the way after much confusing.

Properties->Material Icon ( the Ball )->New Material->Assign, then scroll down to Options and click Face Textures.  Done.  That was intuitive now, wasn’t it?

 

The following video illustrates that process.  Again of key note If you are using Blender with Unity, your textures WILL NOT WORK if you do not follow this process.

 

Enabling TexFace in Blender 2.56

Art


29. April 2011

I just received the following email and thought I would pass it on.  I’ve received a few of these offers, so if you are looking to purchase in the future, wait for the next promo.

 

Greetings,

At Unity, we love games and want to see your game on mobile devices. To help get your Unity-powered game live in the App Store or available on any of the 30 million-plus Android devices out there, we are offering you a 20% discount on your purchase of a Unity iOS or Unity Android license. Simply visit our online store by April 30th and enter UFRM0430 when asked for your Rebate Code.

Unity Mobile - 20% off

Enjoy,
The Unity Team

Both links edited as they contained tracking info linked to my email address.

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