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04. Setting up a .blend File
For any more advanced content, you'll need to setup your own .blend file.
If you haven't already, install Blender. Also consider grabbing the Ucupaint to help with texturing.
- In file explorer, navigate into the
/WorkingAssets/folder. - Make a copy of the
Yinglet-Mod-Empty.blendfile and rename theEmptyto whatever you named your mod folder- For example, for the
/Sample-StarwalkersDelight/mod folder created in the last wiki page, we'll want an equivalent blender file namedYinglet-Mod-Sample-StarwalkersDelight.blend - This naming ensures it will be exported properly.
- For example, for the
Now open your shiny new .blend file:
Your file contains a link to the
Yinglet-Base.blendfile. This means you'll be able to build new textures, models, and animations on top of it without accidentally messing up the base rig. There are limitations to linking though, which is why we had to texture directly on theYinglet-Base.blendfile for the fur patterns
If you plan on exporting models or poses, we'll also want to make sure we're setup to export.
Click the "Scripting" tab up at the top:
Ensure the rig is selected by right clicking the bones, and then hit the run script button.
If things worked well, this script will properly export your content straight into your mod folder.
Back in Unity, you should see the new file:
This export script will strip all the linked assets, keeping the file-size low.
Select the file. In the inspector we need to configure a few things:
- In the
Rigtab:- Change the
Animation TypefromNonetoGeneric - Change the
Avatar DefinitionfromNo AvatartoCopy From Other Model - Set the
SourcetoYinglet-BaseAvatar-
Tip: Use the circle with a dot symbol to bring up relevant assets
-
- Uncheck
Strip Bones
- Change the
- In the
Materialstab:- Change the
Material Creation ModetoNone; we'll be creating our own materials
- Change the
Once you're done, hit Apply.
That's it! Anything you create in your .blend file should now be easily exportable to be used with your mod.
You may see some warnings about 0 frame animations. We'll address those when we get to adding poses. If you find them too annoying though, you can uncheck
Import Animationfrom theAnimationtab.