While working on the dressing-up part in Unity I noticed a couple of things:
- When you grab a piece of clothing in the game it flies up in the air so you still are holding it but it is really displaced. I was really confused because I thought there was a mistake with the grabbing in Unity, but I asked the question to a teacher and he said that the centre of the object was set wrong in blender. This was actually visible in Unity, because the transform mover in the scene view was a lot lower than the object itself. I fixed this problem by first looking on Google how to edit the centre, but I did not find the answer. I probably did not know the right “blender terms” to find what I wanted. I then started to look around in blender and using logic and I found out that you can click on the centre in object mode and then click on “Set Origin > Geometry to origin”. This solved the problem!
- The second thing I noticed was when you look at the clothing in the game the inside was invisible. I already knew this was because of occlusion culling, but I did not know how to fix it. I started googling, but I did not find it that quickly. I only found results that told me how to turn occlusion culling on/off inside blender. Then I started googling by describing the problem (inside invisible) and I found this link. They said that if you want the insides of your objects to be visible you should duplicate the object and flip the normals of that object. So I did that and it worked. I do think we need to watch out with this, because it actually means that the object will have twice as much polygons. Since I am not the person who is going to export the clothing from blender I left it at this with my research, so that I could focus my time on my own tasks. I explained my research findings to Ebru and asked her and Frederique whether they can find another and better solutions which does not duplicate the amount of polygons.
- While duplicating the objects and flipping the normals I noticed that some of the clothing pieces consisted of multiple objects. This made duplicating the objects in the same spot hard for me, because blender then puts everything in the centre which makes the extra parts go in the wrong spot. To fix this I googled and found out that you can select all objects in object mode and use ctrl-j to join everything to the object selected in the hierarchy on the right.
Reflection
I learned that I still do not know enough of blender and that I really want to learn more. It is hard to look things up if you do not know the proper terms. I think I can improve on this by watching tutorials because then I will automatically get more familiar with the terms they are using. I also learned how normals work in blender (see point 2) and how to set the origin of an object (point 1) and how to join multiple objects into one (point 3).
I also learned that you can not go into edit mode in blender if you do not have a mesh selected. I thought there was something wrong but I googled it and then I found this.