3D Models - UO-DFM/SimCityOttawa-Documentation GitHub Wiki
All 3D models for Sim City Ottawa were developed using Blender.
Exporting Models + Animations: https://www.youtube.com/watch?v=Bl2xBW-L7uU&ab_channel=Imphenzia
All 3D models should be exported as a .FBX file from Blender into the Unity project under a Assets/Art/Models/<model_name>/
folder.
Each 3D model should have an associated prefab in the Assets/Prefabs
folder and the prefab should be used to add the model to the different scenes.
The model should not be loaded directly into a scene.
Some models may require some behaviour which requires a script to control their behavior. The script will be considered a model controller script and should be found under Assets/Scripts/Controllers/<name_of_model>Controller.cs
. The controller script can then be applied as a component on the top-level model game object in the prefab that represents the model.
Exporting Models + Animations: https://www.youtube.com/watch?v=Bl2xBW-L7uU&ab_channel=Imphenzia
Some models may have some animations associated with them. To use the animations, the model within the prefab requires an Animator component which requires a controller and avatar. The Animator controller for the model should be created as Assets/Art/Models/<name_of_model>/<name_of_model>.controller
. The avatar gets generated from the .fbx file and is stored within the .fbx file.
See the resource above for details on how to set this up.
Assets/
-- Art/
-- Models/
-- <name_of_model>/
-- name_of_model.fbx
-- name_of_model.controller (for animated models)
-- Prefabs/
-- <name_of_model>.prefab
-- Scripts/
-- Controllers/
-- <name_of_model>Controller.cs (for models with behaviour)
Assets/
-- Art/
-- Models/
-- Character/
-- Character.fbx
-- Character.controller
-- Prefabs/
-- Character.prefab
-- Scripts/
-- Controllers/
-- CharacterController.cs