I’m not sure It isn’t very specific about which issue he is talking. IIRC, I tried 2.54 - there were improvements, but the Python scrips still didn’t work correctly in the default installation (which is necessary for direct Blend import).
i just compared the old (sept. 3rd) and the new (sept. 24th) export_fbx.py files. there are some changes to path stuff as far as i understand it. but the todo notes also say : # - uses bpy.path.abspath, *.relpath - replace at least relpath.
Or is this completely unrelated to the export script and something that has to be fixed in the way python/blender handle paths?
It might be related, but they just have to fix the installation - I don’t expect Blender users go fiddle around with their scrips I hope Blender is fixed before we release Unity 3.1, so we have some time to fix it…
8 - Commit [32477] by: sgefant
darwin Makefiles: copy release scripts and python modules to where blender looks for them, i.e. blender.app/Content/MacOS/$(VERSION) instead if blender.app/Content/MacOS/.blender
As I sad in the other post, export the FBX manually, it’s not a big deal isn’t it?
Blender 2.54 built-in export script works like a charm, so why don’t you use it instead?
Oh I know the FBX export works and it isn’t a big deal. I’m currently keeping my ‘blends’ in a folder from the main project called ‘Blends’, along with ‘Assets’ and ‘Library’. Its not as neat as keeping my blender assets in ‘Assets’ but it will have to do for now.
Yeah I know that, but I think is the only way to do it unless you want to open the blend file in 2.49 and save it again. In this case however you will lose animation data which is handled differently in 2.5
How do u make it work? I am trying to export a simple model with an armature. Sometimes it exports the armature and not the model, sometimes it exports only the model.
SilentWarrior, there are a few critical aspects at the moment. The mesh needs to be parented to the armature (or the other way? Not sure about that) or needs an armature modifier (I always use that one). Make sure you are in object mode and select the mesh. Now you can export (File → Export → Autodesk FBX (.fbx)). On the left hand side of the just opened window you see some more export options. Make sure you have all the needed options selected. If you have several actions, you need to enable “All Actions”. That’s the only one I have to select additionally.
Hi guys. I’m trying to import animated meshes into Unity 3 from blender 2.54. Normal meshes work fine but when I try to export the fbx manually, I get this warning:
ImportFBX Warnings:
Mesh 'body' has 784 (out of 906) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 122, 123, 124, 125, 126, 127, 128, 129, 130, 131 and so on...
Mesh 'gloves' has 632 (out of 676) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 44, 45, 46, 47, 48, 49, 50, 51, 52, 53 and so on...
And running the animation, I see weird “spikes” on the animated model with the animation not playing properly. I figure that this is some mistake with how I parented and animated the mesh from back in blender, but I’m not sure what to change to make it work properly in unity. What I did was to select the bones then select the model and parent the model to the bones selecting automatic weights. I then exported the model to fbx and imported it into Unity. How do I make this work?
(I have attached the blend file and a screenshot of unity when the game is running.)
Ok … I applied all the modifiers except the armature one on the objects before exporting and it works now … Is that the normal way of doing stuff, or should it work without pre-applying the modifiers?
You made several “mistakes”, meaning you are getting trouble when exporting to Unity.
Don’t scale or rotate anything in object mode. Only do that in edit mode. E.g. the hair is rotated. Correct that by selecting it in object mode. Then Object->Apply->Scale or/and Object->Apply->Rotation.
As you said you mixed using the Armature Modifier and armature, mesh parenting. If you want to “redo” the parenting, you need to select the objects beard, ears, …, then Object->Parent->Clear Parent (Alt P) and Clear and Keep Transformation (Alt P).
I never never used such a lot of splitted objects and used them with an Armature Modifier. I don’t even know if that is supported in Unity. If it is, you may still think about joining objects such as nose, ear and face (select them in object mode, then Object->Join (Ctrl J).
Whatever you do with those object, joining or not, you need to add an Armature Modifier. But as I said, I am not sure if that is supported.
If not, you may join everything into one object.