WEBVTT

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Welcome back it's Ben tristam with you.

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I'm going to be talking about exporting your model.

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So in this video we will tidy our folders for future access.

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Export our models as an sbx file import the sbx into both unreel and unity game engines.

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Don't worry you don't need either of those installed I just want you to see the process and then we

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briefly talking about opening blend models in unity 5 and about exporting textures and materials.

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So firstly this is the folder structure it's a very real folder structure that Michael's ended up with

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and I just want to talk through how we may think about organising this for the future.

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So firstly we have a couple of things here.

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The diffuse shader example and this brick.

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Q But blend that were used in the production but we don't need now I think a good practice is as Michael

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has really started to put those in an archive folder.

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Next up we have a couple of renders These are image renders of the actual scene would make sense perhaps

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to put them in a folder called renders.

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It's entirely up to you.

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But the concept is that we are just tidy with our files.

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This is your section assets specially for the course.

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So then we should be left with six different pieces in chess.

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The Bishop.

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The base can go into the archive.

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The king the night the queen and the queen Mark to Songa archive the first version of the Queen.

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So we're clear on what the current version is and the rook were just missing the porn which is probably

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in the archive.

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Here it is.

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And now at the top level we have the scene and then a lot of things that are collectively the pieces

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so I'm just going to make.

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Pieces before append.

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Now these are the pieces before they were appended into the main chess scene.

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Any changes that have been made to these pieces inside the chess scene blend file will not be propagated

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into the Chessy.

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Okay so just understand that these pieces exist in two places in the hierarchy of the chess scene blend

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file but they also exist as individual pieces here.

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These are very helpful for importing into things like unity.

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So let's look at that.

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Now let's go to for example the bishop sets the first one in the list.

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Here's the bishop.

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Note on your bishop that you had a Q here that we hid because we used it for shaping the head of the

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poor as the bishop.

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So what we need to do is when we export this as an FBI file I want to show you what happens in unity

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so I'm just gonna put this in my downloads and then I'm going to go over to unity which you don't need

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in still.

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I just want to show you what happens.

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Some of the things that you may find when you're working with a game designer actually turn up happening.

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They may say or I like the bishop but it's got this big things sticking out of it and there are no materials

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on it so materials won't come across.

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I'm afraid not your texture's Anyway you make it the base colour come across room from blender but you

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won't have the actual textures like the wood texture and the other thing is this cube is still here

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as a subobject of the bishop.

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Now I can just delete it in unity and it's gone.

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But of course if we rueter reimport that model it would come back.

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So your options as a blender artist are to delete it here.

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But then you know you may want to keep this form for future purposes or just communicate with the unity

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developer and say hey there's going to be this extra cube just delete it and create yourself a new well

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is not up to you to tell them what to do but they would do something like create a new prefab.

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Doesn't matter.

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Those are there's a unity details.

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But the point is that they can safely modify it as long as they understand what's going on.

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It's hidden inside blender but is still an object when it's exported as an f b x and the same thing

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would happen if we opened this as a dot blend file in unity we'd have exactly the same issue.

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Right now I just wanna show you a different engine which is the unreel engine.

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Let's just import the same piece into the unreal engine so if I just import over here the bishop.

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One of the things with unreal is the scale is very different so when I import using the default import

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settings which I actually don't want to use I would probably want to set this to point nought one but

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if I use the default settings then the Bishop will be very large and unreal towering into the sky.

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And of course it will still have this issue with the cube sub element in it.

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Again you may need to do a special export for people deleting that element because hiding it will do

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alright so the take home from Blender is that these hidden elements like cubes will appear in the sbx

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and you may need to either delete them or communicate with the person youre handing it to to make sure

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that they understand how to handle that.

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Great.

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So another thing to tell you is you can open up blend files directly in unity.

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If youre using unity you would know that and that works just fine.

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You can end up with a rotation issue with simple models.

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So let me just show you that so that you're aware if we take a simple model like a blender porn for

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example.

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Let it open.

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Look.

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There it is.

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There is a rook.

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Now this rook has a single mesh.

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There's only one mesh object in the hierarchy.

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This is when we get a problem with unity.

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Let me show you what happens if I directly open this rook.

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In unity now.

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Okay so I go to important new asset.

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I go find the rook.

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Pop it into unity.

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And into the scene.

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Now there it is.

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And it looks like it's okay in the scene the warning sign in Unity is that the rotation has come with

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a minus 90 on the X.

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Now look what happened this is sort of weird bug you may you may have reported I'm just going to pop

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a camera a light into my scene because it's rather dark that's better.

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Now when I try and rotate my rook around the x axis it's all fine.

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X is the red axis in unity when I try and rotate it round the y axis it's all fine.

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But look at this when I try and rotate the z axis it behaves the same as if I was rotating round the

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Y that will cause a lot of problems.

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There's a simple way to solve that two simple ways to solve that from Blender.

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One is to give your game designer an F be X..

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If I exported this as an F be X as we did before with default settings it will be fine.

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Another way to solve this is if you want to work with the blender workflow is actually to add yourself

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in object mode.

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A.

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Empty plane.

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Axis.

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And that's just sits down here at the origin.

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Inside the rook file.

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If I then save that.

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So here's the rook having saved it with these axes So let's pop that into unity.

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Now it looks up right in the preview and when I put it in the scene we don't have this funny rotation

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in X and all the rotations behave properly.

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Okay so there's a useful tip for you in blender.

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If you've only got a single mesh meshes only happens this bag with single meshes when you have more

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than one mesh like the rook.

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I like the bishop.

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This doesn't happen.

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Just put a plain axes in and that will solve the problem.

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You can work directly in unity with a blend file then so the final thing to say is as I as I briefly

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mentioned.

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Is the materials don't get covered a cart carried across.

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So if we were to look at the full chess scene here and bring that into unity.

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It's going to take a while to import because it's a much bigger model than some of the other models.

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I'm going to delete the rooke's in the scene and pop the chessboard in.

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All looks good in unity but it's all flat.

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You see there's no textures on the side of the board here no wood texture and the subject of actually

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what we call u v.

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Unwrapping your model over in blender your full chest scene model and exporting those textures is something

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we'll cover it in a couple of sections time because it's a little more complicated so I hope that's

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been useful given you some experience of how these things are going to end up in other packages.

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Remember generally use sbx with default settings that will be fine if you are going to use unity to

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open blender files directly put a plain axes into any model where you've got a single mesh and that

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will solve your rotation issues.

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And yeah.

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So you say.
