So I use blender (most recent build) with Unity all the time, and I know how to export to .fbx format. I modeled and animated something, exported it and it worked fine. I refined the animations made it work better, exported and all of a sudden no more animations. The mesh bobs up and down with the animations but no actual movement. It is almost like only one bone is mapped to the whole mesh. Any ideas as to what I did to mess this up.
Note: Bone Weights are still in tack. Animations work perfectly in blender. Uploaded the blend file if you want to look at it.
there’s supposedly a bug relating to blender 2.55’s fbx export. supposedly all of the actions that show up in unity are actually all the same action, something like the one you were selected on when you exported. there’s a fix incoming sometime soon I think.
I don’t know how you animate, but there are three actions. The main one where all the funky stuff happens is ArmatureAction. As soon as I select that one, the animation starts to look strange. The mesh isn’t anymore at the same location as the armature and the animation looks extremely strange. From my experience, that should work, else the animations in Unity won’t work as well.
Further you don’t have the “default” transform for the mesh and armature. E.g. you are not using scale (1, 1, 1), which is not a good idea at the moment in Blender 2.5x.
That’s just a few thing which caused trouble for me in the past. You also need to be aware of the fact, that there were several bug reports recently related to the fbx exporter in Blender, which may change the result.
I hope my answer is not too disappointing for you. I see you spent a lot of time, so I hope you get it to work!
No not disappointing at all, it was insightful; thank you.
I fixed it by deleting the mesh, and reimporting it. Took about 15 minutes to reskin; but it exported beautifully. So somewhere along the way I must have just hit a wrong button. I am excited for the bug fixes, but thank goodness it is stable enough to still work in my workflow.