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Quality difference between [Blender] / [Others] rigging?

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TL;DR : Confused on rigging result difference between software. Will it cause different results?

I already have experience using Blender for creating hard topology models such as buildings, although lately I've been expanding my toolset for more advanced features. Such as 3D coat for sculpting & re-topology because Blender doesn't handle high topology so well. 

BTW: This is something I'd be using in Unity 5.

So, with completely no knowledge or understanding on rigging besides the "bones" and "skinning" I am wondering if depending on the software, will it affect the actual animation in the end. [So if I were to create the same exact rig in maya and Blender, would there be a different result within Unity].  Or is this animation technology all part of an external API and the software has no effect besides the toolsets?

Replies

  • JedTheKrampus
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    JedTheKrampus polycounter lvl 8
    You can get rigs that use armatures and/or shapekeys into Unity from Blender just fine, although shape keys only export if you turn off Apply Modifiers in the FBX export settings. There shouldn't be a difference in the final result in the engine.
  • gmangavin
    You can get rigs that use armatures and/or shapekeys into Unity from Blender just fine, although shape keys only export if you turn off Apply Modifiers in the FBX export settings. There shouldn't be a difference in the final result in the engine.
    Thanks for the tip. :+1:
    So Animation technology is pretty much the same across programs.
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