Difference between revisions of "3D Model"

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


[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