Blender does not work properly with FBX importing into Unity 5?

I’ve been using blender for all of my imports into Unity in the past year:

From Unity 4, I would export .fbx file, and it would import fine, except from having to scale to “1.”

Now with Unity 5, as I import fbx file, it shows the original file size of 0.01(and I cannot change that), and when i scale the size as 1, it does not resize properly at all. Instead i have to scale the fbx file up to atleast “10” to show proper size from what I built in blender.

I can also super-size the models in blender, and then just ctrl+A to set scale, but I’d like to not have to resize every model i make that much just to properly import.

Idk if anyone else has had this problem, but I just cannot seem to figure it out.
Thanks

Ok so after spending all morning figuring it out, and posting this, i found a solution! So this will help for any of you who also may have had the problem?

From my knowledge, I would usually export the .fbx from blender, and import the .fbx into unity and all would work great!

Now all i have to do is save the Blender file, and drag and drop the file from the folder into Unity, which then auto corrects it into a proper FBX with scaled factor of 1.

Problem solved :slight_smile:

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You can put blender files directly into Unity in Unity 4 too. You have to have blender installed, though, as Unity uses blender to do the export to FBX. The same is probably true on 5.

Note that the settings in your blender install actually impacts how the import works. We’ve had a bunch of problems with that - if you’re going to use blender files in the project, everybody on the project has to have the same settings in their Blender install. The main culprit is “Auto Run Python Scripts” under the Blender file preferences - which is off by default. If the model depends on that being on, but your level designer has it off on their install, your model will be borked beyond comprehension.

Ok, thank you for the reply, I’ll keep that noted!

So is there some way to revert back to what I have done previously with FBX importing? because i have not gotten the old way to work. Plus since updating to Unity 5, I am having trouble opening Unity 4, as it just reads it as 5.(but thats a different story)

I am a Asset seller on the store, and have been for many months, so are you telling me that there may be potential problems with exporting the new 5 packages?
(All of my packages consist of fully modular pieces for level design, with some particle effects. I do not create any characters or anims and such like that, So may you be referring to the possibility of stretched character bones, rather than the wall pieces, etc.?)

This only seems to happen with models where our animator has done some fun stuff with scripts in Blender, yes.

I’ve got no clue about .fbx importing in 5, as we haven’t moved over yet, so I can’t help you there.

Ok thank you, yeah makes sense. I haven’t bothered to mess around in blender with python as much… I used to, but whence the asset selling began, I relied less on the internal scripting of blender, and instead animated objects in-scene in unity using the built in animator, rather than in blender. (like opening doors, and moving elevators, etc.)

So what you are implying, is what I thought, the animations. I am working on a team with creation of an MMO, so if needed, i can always send them a scene before release of packages to help test. So all should be good, hopefully.

And thank you for your replies, as well, as these are still good things to bring up, especially for those who are reading into this!

-Max