Difference between revisions of "3D Model"

From BotF2-Wiki
Jump to: navigation, search
(How to bring in)
(How to bring in)
 
(10 intermediate revisions by one user not shown)
Line 5: Line 5:
 
'''Import blender 3D models into Unity BOTF2 3D'''
 
'''Import blender 3D models into Unity BOTF2 3D'''
  
*[BLENDER]
+
'''*[BLENDER - 3.0]'''
 
**1) Orientation: model faces forward: is -y and up is +z
 
**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
 
**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
 
**3) Set origin just in front of a ship
 
**4) In object mode apply all (control-a) trans, rotation, scale
 
**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
+
**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.  
*** For glow colors emission to 4, Metallic to 1 for metals. Use material Library down material tab.
+
****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.
+
**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 16:17, 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