The new process system is only in the early access version of Human Generator. It replaces the process tab of earlier versions, which is deprecated. Details can still change. If something doesn't work, or the result is not what you expected, let us know, on the Discord or by email.
Export to Unity
The Unity recipe of the Process tab makes an FBX that Unity imports as a Humanoid character, with the textures packed for the Standard and URP Lit shaders.
In Blender
- Select the human, open the Process tab and choose the Unity recipe.
- Set the Folder to a folder inside your project's
Assets, so Unity imports the files straight away. - Press Export to FBX.
What the recipe sets, and why:
| Setting | Value | Why |
|---|---|---|
| Output | FBX, textures in a Textures folder next to it | Unity finds textures in a Textures folder next to the model |
| Skeleton | Humanoid names, T-pose, root bone Root, 4 bones per vertex, meters | Unity's Humanoid avatar maps the bones by name; it expects a T-pose |
| Bake Textures | Metallic-Smoothness packing, DirectX normal map, PNG | What the Standard and URP Lit shaders read |
| Shape Keys | Face rig, expressions and correctives kept, sliders baked | The face as blend shapes, the body fixed |
In Unity
- Import: with the folder inside
Assets, Unity importsJake.fbxand theTexturesfolder by itself. - Rig: select
Jake.fbx, open the Rig tab of the Inspector, set Animation Type to Humanoid with Avatar Definition: Create From This Model, and press Apply. The avatar is configured without errors, as the bone names are the ones Unity looks for. - Materials: Unity creates a material per part and finds the textures next to the model. When it asks to mark the normal maps as Normal map, press Fix now. If a material has an empty Metallic slot, drop its
_MetallicSmoothnesstexture in; the smoothness is read from the alpha channel. - Hair: set the hair materials to Cutout (Built-in) or Alpha Clipping (URP, HDRP) and make them two-sided, so the cards show their transparency.
The face rig and the expressions are blend shapes of the body's Skinned Mesh Renderer. Face capture tools for Unity drive the FACS names directly. The corrective keys are driven by bones in Blender and are static in Unity unless you drive them yourself; remove them in Shape Keys if you don't.
Export with 2 or 3 LOD levels and Unity turns the _LOD0, _LOD1 meshes into an LOD Group on import.
Troubleshooting
- The skin looks dented or inverted: the normal map direction. Unity uses DirectX (Y−); the recipe sets it, check it wasn't changed.
- The hair is solid: the hair material needs alpha clipping, see above. Make sure the textures were exported as PNG, not JPEG.
- The eyes look like glass balls: the character was exported with the original eyes. Set the eyes to High or lower in Optimize Meshes.
- Arms are raised or lowered in every animation: the rest pose of the character and the animation differ. Animations made in the A-pose need the A-pose rest pose.