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Models from this site, their bones, and Unity 3D--Best Option?
#1
Hello to all.

I am lately dabbling in a lot of 3D modeling and Unity programming, and after finishing up my current projects, I'd love to take the next step.  The thing is, though, when it comes to character models I don't know quite what the next step is; mostly because there seem to be a lot of different options for how to approach boning models for Unity.  I'm going to break it down into what seem like three options.

Option 1: Download a model from this site, keep its default bones and skin, make animations for them, and then transfer the original model and original bones to Unity.

Option 2: Download a model from this site, delete the bones it comes with and make new ones in Max; maybe with the Biped system, skin it to those bones, make animations for them, and then transfer the original model and new bones to Unity.

Option 3: Download a model from this site, delete the bones it comes with, transfer the original model to Unity and utilize Unity's own boning, rigging, and animation systems.

I can see possible pros and cons to all three.  The first completes a lot of work for me but its bone naming and arrangement might not be intuitive.  The second lets me set things up in a way that would make sense to me, but be a lot more work.  The third might be the easiest, but I'm not sure how good Unity's bone system is, so I can't say for sure.  I do know that there are a lot of good animations available for Unity characters, but how easy it would be to custom-build animations in Unity compared to graphics programs, I don't know.

So to people here who are more familiar with all this, what do you think?
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#2
Option 1 sound better to me, as the original bones were made with the model's future use and topology in mind. Skinning a model from scratch is a painful job. For animations, i'll suggest you to stick to what your 3D software provide, as Unity has only basic options regarding this task (Still useful but basic).
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Thanked by: iyenal


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