Difference between revisions of "3D Model"
From BotF2-Wiki
(→How to bring in) |
(→How to bring in) |
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***a) add ship as public GameObject field | ***a) add ship as public GameObject field | ||
***b) add ship to PrefabDictionary | ***b) add ship to PrefabDictionary | ||
− | **c) add to string[] in LoadFriendAndEnemy Names | + | ***c) add to string[] in LoadFriendAndEnemy Names |
− | **d) add PreFab ship into Game Manager | + | ***d) add PreFab ship into Game Manager |
'''[ShipData.txt]''' | '''[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 | ** in Unity\<current build>\Assets edit the ShipData.txt file to include data for your ship from the Google Sheet 3D Combat Ships |
Revision as of 00:38, 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) Move empty to PreFabs folder.
[VISUAL STUDIO]
- 1) Game Manager;
- a) add ship as public GameObject field
- b) add ship to PrefabDictionary
- c) add to string[] in LoadFriendAndEnemy Names
- d) add PreFab ship into Game Manager
- 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