How does unity import actions from Blender?
I have two seperate files following tuturials,
and in the first one, unity sees and splits both
actions just fine. In the second file, unity
consistently sees only the first action, never
others, and the frame syncs are screwed up.
I've started each from scratch numerous times
with the same results. The only difference between
the projects is the File1 is a single bone-deformed
mesh... File2 is a collection of meshes parented to
individual bones (single armature).
After several hours of dealing with this issue I have discovered a fix (in my particular case.)
In my Blender file; I had created Empty items to represent dynamic sources in Unity. This is a fairly common practice. I then parented these nulls to my mesh data in Blender. When I import the resulting file into Unity; I only see a single animation (that actually doesn't play.)
Instead of parenting the nulls in Blender to my mesh; I created a top-level null, and then added all of my Empty items to that; in addition to the mesh data. This allows me to still maintain global transforms over the whole item; or only parts as normal; while also providing all of the animation data.
I believe the problem is due to the new modifiers system (2.48+) which does away with the parenting requirement of armatures and allows you to swap out modifiers on the fly (in blender anyway.)
My suggestion from here on out will be based on the assumption that "Blender just did something stupid." Rather than jumping to the conclusion that it's a Unity problem.