Bear with me, I'm a Blender & Unity beginner.
Most tutorials I've seen that deal with exporting animations from Blender to Unity are revolved around armature, basic movements, characters, etc.
I'm trying to create a stylised cloud in Blender and import it along with its animation using the Clay-Doh add-on but I've seen zero documentation on how that's done.
I have confirmed, however, that it is possible and doable by the creator themselves, but they never specified how.
I'd appreciate it if anyone could help. Thanks!
#How do I get my Clay-Doh animation from Blender to Unity?
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To add even more context, the animation (stopmotion) is added procedurally I believe, through the shader in Blender
Does unity have built-in functionality for translating/baking this type of stuff?
If it's just Shader, then you can create a similar shader in Unity then modify the value through script
Hi, thanks for the suggestion!
It is just a shader, but a lot of people recommended against using a procedural shader for an effect like this as it is a hog on performance, and recommended I bake a similar shader using Blender instead. That's what I'm stuck on.
An exact quote from someone was: "I created this procedural clay shader as an exercise in Unity 3D's ShaderGraph.
Shaders are run every frame, and since this is an unbaked shader, it generates and then discards various noise textures each frame.
I would therefore strongly advise against using this shader in it's current state in commercial usage.
Instead, one could re-create the shader in Blender and bake it into materials and animations.
You would then benefit from peak performance, with results that you can be just as happy with!"
In unity, generating noise every frame sucks
You can't export this as blender and unitys shader system is completely different
I'd recommend recreating it in unity, and I'd also use a noise texture rather than generating it on the fly as it tanks performance
Yeah that makes a lot of sense
It seems to be the consensus
I have however overlooked something crucial. The blender shader has a "seed" slider which can be used to generate different textures
I think the solution is to adjust the seed slider and bake the model with a few different textures and then using those instead of generating them on the fly, which is similar to what you've suggested right?
I'm looking into how to alternate between two textures every second or so in unity shader, that shouldn't be too bad on performance but I'm not sure where to look
I'd appreciate if anyone could point me in the right direction 