Back to the lesson and its film

Bring your 3D model into Blender, Unity and Unreal

Import a rigged GLB and its FBX version into Blender, Unity and Unreal Engine, and fix what breaks: textures, pivots, axes, clip names, root motion and bone names.

On this page5 sections

This lesson takes a rigged, animated character from Scenario into Blender, Unity and Unreal Engine.

GLB or FBX

Film still: GLB or FBX

Lessons 4 and 5 left the character rigged and animated, with 52 bones and five clips.

Scenario gives you a GLB, and can also convert it to FBX. A GLB keeps the mesh, textures, skeleton and clips in one file. Blender and Unreal read it directly. Unity needs the free glTFast package.

Blender

Film still: Blender

In Blender, choose File > Import > glTF, with the defaults.

  • The character comes in about two meters tall, centered on the origin, with Z up, and the five clips arrive as separate tracks.
  • The Scenario plugin lives in the same sidebar, so you can generate more assets without leaving Blender.
  • Material: a GLB packs roughness and metalness into one texture, in the green and blue channels. In the FBX version, that texture was dropped.
  • In the run clip, the hips travel three meters forward. There is no root bone, so the motion lives on the hips.

Unity

Film still: Unity

Add glTFast, then import both files.

  • The GLB arrives with all its textures. The FBX arrives with no textures, stuck in its first pose, and its parts rotated 270 degrees on X from the axis conversion.
  • Both stand half in the floor, because the pivot sits at the center of the body. Lift the character one meter, or place it under a parent at floor level.
  • In the FBX, every clip name starts with Armature. Rename the clips, and use Bake Into Pose for clips that should stay in place.

Unreal Engine

Film still: Unreal Engine

Drag the GLB into the Content Browser. Interchange shows its settings; keep the defaults.

  • The character sinks to the waist and faces the side, because Unreal uses X as forward. Raise it 100 centimeters and turn it 90 degrees, or use Offset Translation and Offset Rotation on import.
  • The GLB brought all five clips, with the hips as the root bone. The FBX brought none: Unreal rejected every clip because its length did not land on a whole frame. Turn on Snap to Closest Frame Boundary, or stay with the GLB.
  • Bone names: the rig calls the thumb bones Thumb 1 to 3, and the Cartwheel clip calls them Thumb, Thumb 1 and Thumb 2. Match by name, and every finger shifts one joint. Retarget instead.

Before you import

Film still: Before you import
  • Start with the GLB.
  • Check the scale and the floor.
  • Check every texture.
  • Rename your clips.
  • Decide on root motion.
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