Blender import fails in 2.0

Blender did not import properly to Unity. The exporter was since fixed, now everything works fine, everyone lived happily ever after. The End.
I wish… :roll:
As of my upgrade to Unity 2.0, it seems Blender ↔ Unity interoperability is again a problem as my animations no longer work. This means I have no modeler, which means I have no workflow, which means the world ends.
How do we get this fixed?
(I have an idea, but it involves messing with Unity’s internal scripts and I want someone [preferably from OTEE] to tell me that doing that would not emotionally scar Unity or something)
Just for clarification, this is a Defcon-grade problem for me (no relation to the game)

This thread may help:
http://forum.unity3d.com/viewtopic.php?t=7191

If not, make sure you submit the issue via BugReporter, if you haven’t already.

No, I already saw that before I posted, and it does not help much.
It looks like Unity is using the wrong script for importing. Is it safe to rename the scripts so it grabs the right script my “mistake”?
I also looked at the scripts and the fbx script uses blender’s own exporter to work its magic, and since the exporter already works, the script must be fine. Furthermore, the problems I see look like the issues with the old exporter. Theoretically, just switching the scripts should work, but…
:?
Any ideas?

What you describe sounds exactly like what people talked about in that thread. And the posted solution was to make copies of your models’ files or rename them, at which point Unity would attempt to use the newer exporter. I don’t know if there’s a way of doing it without changing the filename; that might be worth a followup question in that thread.

At least try making a copy of one of your files and see if that imports correctly, as a new model. Maybe you did already; its not clear from your post whether you tried the suggestion or not, so apologies if I’m beating a dead horse here.

If you tried that and it didn’t work, and you submitted the bug report then, then maybe post in that thread for help. Maybe plop one of your models up there, see if anyone is willing to try it on their machine.

I’m not on Unity 2 yet so I can’t really be of specific help. Sorry…

I am having the same issue here: Unity 2 does not recognize anymore Blender 2.4.5 animations at all, even exporting to a fbx file before. That´s weird, because it was working fine with last Unity and Blender versions…

Any clues, please?

Fine.
The behavior exhibited by this problem is exactly the same that Unity had with Blender a while back. Since then Unity has gotten a new script to go along with Blender’s new exporter (fbx)*. Everything worked fine, then both Unity and Blender were upgraded (2.0 and 2.45, respectively). Now either Unity is broken and using the wrong exporter, or it is mis-recognizing the blender version.

Since I saved it with 2.45, 2.44, and 2.42, I have to conclude either something about the file’s fishy (which is doubtful since others said resaving the same file under a different name fixed it), or Unity has regressed to using an earlier importer.

as I stated earlier, renaming the scripts might trick Unity into accidentally grabbing the correct importer, but I’m not sure it would work. Since we have no answers yet I’ll volunteer to be the test dummy :roll: .

Well, Unity is fine until the “Unity-BlendertoFBX” goes missing. Interesting… Unity seems to be converting Blenders to fbxs after all… :?
The script is also exporting animations, I checked it.

Well, all I can figure is that the Blender ↔ Unity thing is broken on the Unity side. Unfortunately, this means we have to wait for OTEE to fix it :frowning: .
Well, Maya PLE anyone? :lol:

*which works fine when used manually, except Blender/Unity have different coordinate methods, which causes problems. I suppose this is one reason we have scripts to do it for us :wink:

Unity 1.6.2 was working fine with current Blender 2.4.5. It is a Unity 2.0 problem.
I have tryed reinstalling Unity 1.6.2 again with no success at all so far. We really need some help here.

I also use Blender, but I’m not sure I understand the problem that you folks are running into. As I understand it (and please correct me if I’m wrong) Unity 1.6x imported Blender .blend’s by basically loading Blender in the background and using the Collada python script. With the advent of Unity 2.0, it now runs Blender 2.45 in the background and uses the .FBX script. I’m guessing part of the issue that may be causing the problems people may be experiencing might be because of this switch from Collada to FBX that is going on internally in Unity.

I’m also guessing that part of the reason I haven’t run into this problem is because I don’t try to import native .blend files into Unity. Prior to 2.0, I only used static .OBJ files from Blender which imported flawlessly into Unity 1.6.2. Now with 2.0, I’m exporting .FBX files from Blender.

I know that you don’t have to do it this way, and that Unity should just work with .blend files and that everything should be backwards compatible. But I also know that the Blender .FBX script is constantly being updated and it just makes more sense (to me) to do it this way.

Ok, I got it working fine now, but I really don´t know what I did well.

I just deleted the 1.6.2 installation and opened again the proyect. The model still had no animations inside Unity, then I opened the blend file again, and just made a new action. Saved the file, and back inside Unity it was updated,
with the animations, and all is working fine now.

I guess it is a preferences issue, id there a good way to reset them?

Edit: And this is using the blender file directly, no need to export to fbx.

Weird…
What I don’t get is that I made the .blend file while using Unity 2.0
Furthermore, I have renamed and resaved it five times
It still does not work :evil:
On the plus side, from what I’m hearing, it’s a minor issue (:smile:) that can be fixed by changing… something… :?
Now all we need is to figure out what that “something” is (easier said than done :wink: )

Try what I did, maybe it will work also for you: open both the unity project and the blender file. In Blender, add a new action and set some keyframes for it. Then save the file and switch to Unity. It should update the model, see if you get the animations recognized this way.

Unity 2.0 requires you to use Blender 2.45. When it loads a .blend file, the .fbx exporter is launched under-the-hood by a command line. The .fbx exporter is not included in versions of Blender prior to 2.45, which is why Unity 2.0 requires this version.

If you created the .blend file in a previous version of Blender, you must double-check that the file is set to open with Blender 2.45. You can do this by doing a control-click or option-click on the .blend file, and viewing the “default” application under “Open With…”

If the default application is anything except Blender 2.45 (or newer, when the time comes) then the export will fail.

If your .blend file’s default application is set to Blender 2.45 and it’s still not working, that is a bug. Please report the bug using the Bug Reporter and attach the problematic .blend file with the report.

Thanks Sam, good to know…