Difference between revisions of "3D Model"
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[[Category:3D Combat Engine]] | [[Category:3D Combat Engine]] | ||
= Intro = | = Intro = | ||
+ | |||
+ | = How to bring in = | ||
+ | '''Import blender 3D models into Unity BOTF2 3D''' | ||
+ | |||
+ | '''*[BLENDER - 3.0]''' | ||
+ | **1) Orientation: model faces forward: is -y and up is +z | ||
+ | **2) Use (object mode) control-J to join multiple model objects into one object for export | ||
+ | **3) Set origin just in front of a ship | ||
+ | **4) In object mode apply all (control-a) trans, rotation, scale | ||
+ | **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected For glow colors emission to 4, Metallic to 1 for metals. | ||
+ | ****Use material Library down Material tab. | ||
+ | **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling. | ||
+ | **7) To export as race_shiptype_era.FBX model after removing camera, lights, animation and save in Unity\<current build bothf2>\Assets\FBX | ||
+ | |||
+ | |||
+ | '''[UNITY]''' | ||
+ | **1) Create an empty in the Hierarchy and name it race_shiptype_era. | ||
+ | **2) To empty add Rigid Body with no gravity and capsule collider, no friction and on z axis. | ||
+ | **3) To empty add Game Manager and Ship script | ||
+ | **4) To ship script add public properties from audio and prefab library | ||
+ | **5) To top of inspector add a new or select a tag, chose layer | ||
+ | **6) Add fbx mesh to empty | ||
+ | **7) Edit capsule collider in Scene window | ||
+ | **8) Move empty to PreFabs folder. | ||
+ | **9) Add PreFab ship into Game Manager slot | ||
+ | |||
+ | |||
+ | '''[VISUAL STUDIO]''' | ||
+ | **1) Game Manager; | ||
+ | ***a) add ship as public GameObject property | ||
+ | ***b) add ship to PrefabDictionary | ||
+ | ***c) add to string[] in LoadFriendAndEnemy Names | ||
+ | |||
+ | |||
+ | |||
+ | '''[ShipData.txt]''' | ||
+ | ** in Unity\<current build>\Assets edit the ShipData.txt file to include data for your ship from the Google Sheet 3D Combat Ships |
Latest revision as of 15:17, 6 March 2022
Intro
How to bring in
Import blender 3D models into Unity BOTF2 3D
*[BLENDER - 3.0]
- 1) Orientation: model faces forward: is -y and up is +z
- 2) Use (object mode) control-J to join multiple model objects into one object for export
- 3) Set origin just in front of a ship
- 4) In object mode apply all (control-a) trans, rotation, scale
- 5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected For glow colors emission to 4, Metallic to 1 for metals.
- Use material Library down Material tab.
- 6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.
- 7) To export as race_shiptype_era.FBX model after removing camera, lights, animation and save in Unity\<current build bothf2>\Assets\FBX
[UNITY]
- 1) Create an empty in the Hierarchy and name it race_shiptype_era.
- 2) To empty add Rigid Body with no gravity and capsule collider, no friction and on z axis.
- 3) To empty add Game Manager and Ship script
- 4) To ship script add public properties from audio and prefab library
- 5) To top of inspector add a new or select a tag, chose layer
- 6) Add fbx mesh to empty
- 7) Edit capsule collider in Scene window
- 8) Move empty to PreFabs folder.
- 9) Add PreFab ship into Game Manager slot
[VISUAL STUDIO]
- 1) Game Manager;
- a) add ship as public GameObject property
- b) add ship to PrefabDictionary
- c) add to string[] in LoadFriendAndEnemy Names
- 1) Game Manager;
[ShipData.txt]
- in Unity\<current build>\Assets edit the ShipData.txt file to include data for your ship from the Google Sheet 3D Combat Ships