Blender Help, ASAP

So I have made my first model (sucks but good for first i guess). And basically I am still in blender, i know how to export the model and what not to Unity, I have been using .3ds. Although I can’t figure out (in blender) how to save the animation I made with my bone structure. I have a timeline up and I have made an “idle” animation. At this point I’m stuck, how do I save the animation i made? Then can I make more than one, etc etc, and then after that how can I export the model + animations to Unity.

But mainly I just wan’t to know how to save my animation in Blender, I have it made, but how to I make it a specific animation, like “idle.”

Use actions in Blender. Every animation should be in a separate action. If Unity does not import automatically, use the fbx exporter, but there you need to select “All Actions” on the left hand side!

As Dantus writes, use actions. There is a window called the DopeSheet and in it there is a mode for actions. Click the plus sign and give it a name, do your animations, go to Unity. In Unity I always import from the .blend file with animation splitting. If you want to use animation splitting you need to enter start and end keyframes in the asset import window in Unity.

I am still having lots of trouble, is there a video step by step on how to save separate animations?
I will post a video on where im at in a minute.

Ok so here is a video on where I’m stuck atm, Basically I have the three animations but when I changed the timeline for one it affects everything else. How to I make all my animations separate? And how can I export them with the file?

Notice: Click on it and view full screen in you tube to see better, I have high res monitor ^^

EDIT: ok, forget this… i misunderstood your video :wink:

the start and end values in the blender timeline are only for previewing and playing back animations. they are not exported.
unity imports the animations based on their length in the actions window. from the first to the last keyframe.

it looks like you made one long animation, which is not the way i would do this…
you can either “fix” it in blender by splitting your long animation up into separate actions (delete keyframes before and after the partial animation) or do it by hand in unity (Unity - Manual: Legacy Animation system)

The Long animation is an Idle, it was the first thing I ever did so its kinda choppy, but so how do I export all my animations differently with my model?

do you directly put the blend file in the unity asset folder or do you use fbx exporter in blender?

Well I exported in Blender as a .3ds this was to the desktop into a folder, (no animations were exported that I know of), then I drag into the project view in Unity.

then try to either directly put the blend file in the unity asset folder or export from blender to fbx. make sure you check the “all actions” box at the bottom.

then it will work.

Well I just did what you said and I’m still not getting anywhere, i did export FBX, and then when I put into Unity no model or animations show up

This is what I did before the FBX and what I did with the FBX exporting…

either select the model and the armature before fbx-exporting (“selected objects” is checked by default in the fbx-export options) or don’t select anything and uncheck “selected objects” to export it all.

or just drop the blend file into unity…

Ok well thanks that worked, now I just have to figure out why my animations are like everywhere when I play in Unity xD, but now its exporting everything.

Is there an easy script like input.GetKeydown(1)
{
play.animation.idle
}

or something like that?

Ok well nvm I don’t think it worked properly, because the animations like completely distort the body and don’t do what I did in blender.