Unity3d development: Importing external models into Unity3d

Source: Internet
Author: User

Unity3d supports a variety of externally imported model formats, listing the properties of the external models it supports, and using Max as an example to export FBX files to Unity3d.

Unity3d supports a variety of externally imported model formats, but it is not supported for each of the external model's properties. Specific support parameters, you can compare to the following list:

Kinds
Internet
Material
Animation
Bones
Maya's. MB and. Mal formats




3D Studio Max's. Maxl format




Cheetah 3D. Jasl format




Cinema 4D. C4DL 2 Format




Blender's. Blendl format




Carraral



COLLADA


Lightwavel



Autodesk FBX. Dae Format




XSI 5 of the. XL format



SketchUp Prol



Wings 3Dl



3D Studio's. 3ds format



wavefront. obj format



Drawing interchangefiles. dxf format



In the example below, we use 3D Max to make a complete animation and export the FBX format to Unity3d.

First step: Create a new project file.

Create a project folder named "Turret". Then open the Unity3d software, select-->, create a new project, click in the project path to find the "turret" folder we just created, and click on the package file we want to import, then tap to create a new project file. It should be noted that the above steps must not be messy, because Unity3d cannot create a project with a Non-empty folder as an engineering folder.
In order to save time, the author directly using the creation of a good scene to demonstrate.

Step two: Make a turret model.

Turn on the 3D Max software to make a turret model and save the manufactured model under the Assets resource folder. The model sample in 3D Max is shown in Figure 8.1:

Figure 8.1

Step three: Put the turret model into the scene.

Back in the Unity3d software environment, you can now see the model files and texture maps We just exported with 3D Max in the project "Projects file bar." Then we found a suitable position in the terrain scene and dragged our turret into it. As shown in Figure 8.2:

Figure 8.2
But we find that this seems too small a bit. When changing the size of an external model, there is a trick that you do not have to modify it in the scene. Pediatrics together in the properties panel of the model, modify its "Scale Factor" size. As shown in Figure 8.3:

Figure 8.3
Its default value is 0.01, we'll change it here to 0.1, and find the button at the bottom of the property panel and click on it to make the model size Unity3d. As shown in Figure 8.4:

Figure 8.4
How, our fort is not a lot of majestic. However, we do not subscribe to such a model import approach. Because, according to the official, it is recommended that you export the model files that you have made to the FBX format to unity3d use. Maybe this will improve the speed of the model in Unity3d. So let's go back to the 3D Max Software Environment and export the model.

Step Fourth: Export the turret model.

In 3D max, click File "-->export" and "export" to export the model file as a FBX file and save it to the Assets resource folder in the folder we created. Notice the pop-up "FBX Export" panel, which contains a series of export settings for model animations, skeleton tools, textures, and so on. If you don't add these things to the model, you'll need to tick out the unnecessary check boxes.
Step Fifth: Place the turret model in the scene again.
Back to the Unity3d software environment, select the original turret model in the hierarchy "Level list column" and press "delete" to remove it. Then locate the FBX model that you just imported in the project file bar, click to select, and modify the dimensions of the FBX model with the previous method of modifying the model size. Then place it in the right place in the scene. The model exported from 3D Max was then successfully imported into the Unity3d scene.

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