Blender 2.76 FBX animation exporting

I have been having some trouble. I have found tons of tips and tuts on how to export an FBX from blender for some of the older versions, but has anyone had any success with the newer versions? The options for the FBX exporter are different and I just want to know if anyone has had any success before I spend forever trying to fix it.

Currently what I am trying to do:

  • Take an already existing animation
  • Load it into Blender
  • Modify it slightly
  • Export back to new FBX animation
  • PROFIT!

The main error i am getting is that it either does not load as an animation, or it just shows the model in the muscle pose, the kinda sitting one that has it halfway in the floor.

So, has anyone had any experience with the latest Blender and Unity?

Everything worked fine for me in the current version, but the updated FBX-Exporter can cause problems with old animations. When you apply scale everything can become a mess.

It also seems to be problematic if you have an active scale on your model or rig.

When exactly does your error message occur? Make sure that your animation is stored as an Action.

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I’ve had more trouble with animations or scales being all wrong when manually exporting .fbx files, than I had with just dropping the .blend file into Unity, so I tend to stick with .blend. Maybe worth a try in your case, too.

Also take a look at the animation clip settings in the inspector. Try setting “Root Motion Node” to none, as well as all three “Root Transform […]”

Last, but not least, check your the “Mask” > “Transform” settings in your animation clip/avatar settings. I’ve found that it’s important to only check those transforms, that are actually bones in blender’s hierarchy view. Otherwise you might end up with some transforms being applied twice.

I’ve attached a small demo package with a working test animation, that I created in blender 2.76, if you’d like to take a look. There’s no scripting in there, just the model an an animation controller.

2513794–174056–blenderModelTest.unitypackage (137 KB)

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Haven’t tried most recent Blender/Unity combo, but when working on Horde Rush with Blender 2.74 and Unity 5.1.3, new animations to an existing FBX that I had imported into Unity were never added after modifying the adding the animation in Blender. I have details about my trials somewhere in another thread, so I’ll append to this post once I find it.

EDIT:

EDIT2:
I got that wrong. I had problems with newly added animations to an existing FBX model.

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At the inspector, under the animation menu it has a bunch of errors. the first one is “Default Bone Length found in this file is different than in the source avatar.” I have tried a few different avatars. It also gives some bone errors like “rightLeg : position error = [float]” and ““neck” has translation animation that will be discarded.”

I too have attached my .blend file. I had tried putting the .blend file in there, that was how I got it to be in the muscle pose. An error that is gone now.

Where are these Mask Transform settings?

I have seen that other people also have a model in their blend files, is there a problem if I only have bones? I just took some walking animation and moved the arms to look like they were holding a gun. Such a headache.

2522635–174911–aimAnim.7z (288 KB)

I’m a bit confused now, so I’ve got to ask, just in case it’s a misunderstanding. Is the animation supposed to be still walking while holding the gun? Because even if I open the file in Blender I don’t see any walking motion. Just a few frames of what looks to be someone standing still while holding the gun.

In case that’s the way the animation is supposed to be, here’s what I did to get it working with the Ethan model from the Standard Assets Package.

Anyway, here’s what I did:

  1. Go to the “Rig” tab in the import settings and set “Animation Type” to “Humanoid”. Leave “Avatar Definition” as “Create From This Model”
  2. Go to the “Animation Tab”, scroll down until you see the “Motion” category, and set the “Root Motion Node” setting to “”.
  3. Enjoy the animation :slight_smile:

I’ve included a package for you again, with a test scene including Ethan switching back and forth between a Standard Assets idle animation and your aiming pose.

2523622–175000–aimAnim.unitypackage (1.98 MB)