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Importing Models and Animation From Blender

NOTE - If nothing is showing up in your preview section, then you have exported the model wrong. Remember you need to have selected in Blender what to be exported. If you have done this, try reversing the faces in the model and re exporting.

So after you have your model from Blender rigged, animated, and exported, you can bring it in to the unity editor. Scale factor is by default 0.01, to change that, try looking at this link
Anyways, your going to want to drag you model to your scene and adjust the scale factor till you have the desired size (scale factor 1 is rarely what you ever want it, its huge).

To start defining your animation, click the + button that's highlighted purple in the picture. You'll get something like this where you can name your animation, define starting and ending frames, and wrap mode.
Remember back when you were making the animation for your model? you had to define frames and you had a certain amount of frames in your overall animation? It's so simple. All you have to do is look at your animation in blender for your animation begin and end frame! If you have a looping animation, you would want to change wrap mode to Loop, and if it still doesn't work try checking the loop box.

There is five different wrap modes. Default, Loop, Ping Pong, Once, and Clamp.
Default uses the animation wrap mode option you chose (located above the split animations check box).

Once and Clamp are similar, but different. Once simply plays through the animation one time and them stops the animation, where as Clamp repeats the last frame of the animation over and over. This gives the appearance of it being played once. This also allows a blend of animation from one animation to the next, allowing more fluid movement.

Loop and Ping Pong are also similar. Loop plays through the entire animation, and in the end, goes back to the first frame and continues on and on. Ping Pong does basicaly this, but once played through the animation, it reverses itself and goes back ward through the animation, then forward again, then back, then... you get the idea. Or if you don't understand or would like to read more, click here.

So, after getting all your animations defined simply apply a script containing a line of code:
Animation.Play(), which plays default animation
Animation.Play("Animation Name")
or
Animation.Blend() for more seamless animation transitions. Click here to read more.

Make sure the script is attached to the game object with the animation component:

If you have any problems, questions, or suggestions, feel free to email me or comment on the post.

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