Armature in unwanted position when exporting from Blender to Unity

Hello,

I’m trying to animate a character doing a lot of different things: idle, walking, chopping wood, etc. I modelized and animated my mesh on Blender. I split my animations with the Action Editor (had a lot of trouble with that to be honest). The problem comes when I export my model with the rig to Unity.

When I only had two animations (Idle, Walking), everything looked good but when I added a Chopping Animation, it messed everything up. To test, I just made the arm rotate around the shoulder and when I export, the arm wasraised in all the animations (For a reason that I don’t get, I fixed it in all the animations but still in the editor when the game isn’t playing).

If anyone has a solution to understand and prevent this kind of modifications, I’m listening.

(Also, if someone understands why my rig isn’t symmetrical, I’m also all ears). I attached my character’s fbw and blend files in the archive “Files.zip”.

My character in the scene window:
7422185--908336--upload_2021-8-16_16-44-47.png

My character model in the project folder:
7422185--908339--upload_2021-8-16_16-45-4.png

My character model during runtime (idle animation going well) :
7422185--908348--upload_2021-8-16_16-45-44.png

Here are my export settings :

7422185–908330–Files.zip (363 KB)

Sorry for the lateness of the reply. I ran into the same problem! Turns out, whatever frame your animation scrubber is set to, when you export from blender, is the pose your model will have when you import it into Unity.

So, as a fix, make sure your timeline is on your T-Pose frame when you export and see if that imports into Unity in that pose.

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Okay, it worked, thanks for your help!

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