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Importing a custom character FBX

LloydC 7 months ago in Game Creator updated 7 months ago 6

I'm a beginner with game creator, but I was wondering how it will handle my custom animated character. It is rigged in 3dsmax character studio, and imported into Unity as an FBX. It's essentially a cartoon character that will hop around rather than walk/run.

I planned to segment the animations as usual in Unity which I've done before. I'm not too worried about IK for the legs or terrain collision detection, but will this be a simple import and set up with a custom character? What is the best tutorial for this?

Thanks for any help.

Unity version:
2.17
Game Creator version:
1.1.2

Answer

Answer

Ideas is probably not the best place to post this...but I'll attempt to help anyway.


You can create the character with GC from Create Character ...Player. You will then have the default unity character with animations that can run jump etc.
Import your custom FBX into Unity.

Make sure your custom character model is set to Humanoid in Rig.

Click on Player in hierarchy (The player prefab that Game Creator created.)

Then drag your model to the 3d modl box in properties. Your character will be automagically replaced and you can use your new character.

Answer

Ideas is probably not the best place to post this...but I'll attempt to help anyway.


You can create the character with GC from Create Character ...Player. You will then have the default unity character with animations that can run jump etc.
Import your custom FBX into Unity.

Make sure your custom character model is set to Humanoid in Rig.

Click on Player in hierarchy (The player prefab that Game Creator created.)

Then drag your model to the 3d modl box in properties. Your character will be automagically replaced and you can use your new character.

Wrong category, didn't see that, thanks. I will try this out today.

+1

Thanks, that worked apart from the animations I exported with the FBX, hop/idle/crouch etc the  custom animations for this cartoon character. Is there a way to apply those?

Yes, have a look at States in the documentation. That is likely what you will be needing.