0
\$\begingroup\$

I made an two objects in blender, animated them, and saved them.

Firstly, when I reloaded them, half of the animations I created had disappeared, which is annoying itself but the real annoyance is that the item, a sword, detached itself from the parent, the character. I exported as fbx but for some reason it is completely seperated.

Also, my mesh has holes everywhere. Is this normal for untextured objects?

How it should look How it should look

Whats actually happening Whats actually happening

\$\endgroup\$
  • \$\begingroup\$ To clarify, in blender the lighting makes it look like it has holes in depending on the angle, but it is covered in faces. In unity there are literally holes in it \$\endgroup\$ – Ronnie Lightweightbaby Coleman Dec 7 '19 at 13:10
  • \$\begingroup\$ For the holes, did you make sure that the face normals were pointing outside of your model? For the detached sword, 🤷 \$\endgroup\$ – Vaillancourt Dec 7 '19 at 13:22
  • \$\begingroup\$ What file format did you use to export to Unity? The recommended format is .fbx. While Unity appears to be able to work directly with .blend files at first glance, there are a lot of issues with that. \$\endgroup\$ – Philipp Dec 7 '19 at 13:32
  • \$\begingroup\$ Yes I used .fbx. How would I check the normals? The sword seems to be fine actually but its location is off. The man however I do not know. \$\endgroup\$ – Ronnie Lightweightbaby Coleman Dec 7 '19 at 13:33
1
\$\begingroup\$

Your normals are flipped, search for shortcut or how to flip normals in Blender, that is causing invisible faces. Make sure your sword is parented correctly to the bone that is holding the sword.

I would suggest setting up position for a sword in T pose and to not animate the sword position itself (this could have been the problem, as object was animated, once not in Blender world space it MIGHT behave differently relative to other objects), it should be driven by position and rotation of the bones.

The common practice is to separate sword and character models, then parent a sword to a GameObject that would be a bone that should hold a sword.

This is from my old project as an example. Sword In 3D Model Hand

\$\endgroup\$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.