Quick Blender to Unity Question

Hi, guys! I’m working on a space game project right now and it is coming along nicely. I am on the last model, which is the ship. It has been modeled, textured, and rigged.

My problem is getting it into Unity.

I have a couple issues here:

  1. Although in the model preview it is put together, when I drag it into the scene it is all borked up and the separate objects are rotated. How do I fix this?

  2. I started out with some meshes and had to separate some meshes into two separate objects. Unity has them as still a single unit, which I absolutely cannot have. How do I separate them?

I’m assuming these are issues on the Blender side

Well thank you so much! I hope I can get the help I need to continue my project! Thanks! - YA

  1. Bake the rotations (ctrl-a in Blender and do “scale and rotation to obdata”).
  2. Are they actually completely separate objects in Blender? If so, they’re grouped under a parent object in Unity, but the meshes are still separate and can be treated independently like any other child object.

I am guessing you can make all the separate objects just 1 piece like join them together with blender or drag all pieces in unity 1 by 1 and just rotate them until the ship is together.

  1. I had similar problems, and it had to do with animations. Unfortunately, I tried so many things, I don’t remember what solved it. Sorry. I know I eventually made the animation all in one, and then used the frame numbers and “split animation” to break it up. Something in that process is what solved it. It may have been actually defining the stop and starts.

  2. The .blend file comes in as one “import object”. So while you may have many pieces/parts in it, it shows up as element in the project. However, you should should be able to expand the object and see your other ones inside. If you try to drag one to the stage, it will take the whole thing. Not a problem though. Typically what I do is have many assets in a single .blend. I will drag it to stage and and break it apart and create new prefabs from those elements. They will contain all their animations/relationships etc. And if you change your original .blend file, the changes will apply to the new prefabs you created. Though, if you change names or relationships too significantly in the source file, you may need to adjust your prefabs.

Hope that helps a bit.
ZG