Exporting animations from Blender for Unity

We’re trying to import an animation fbx from Blender into Unity. Exporting an animation with an accompanying mesh seems to work fine, but when we export animation data only (exporting the Armature), the import in Unity is all messed up (basically shows a static rotated T-pose).

I didn’t understand exactly what you want to do, but here’s what I did to import my character with working anims + bone shape keys:

  • Select all objects + armature
  • Export as fbx, unchecking “Apply Modifiers” in Geometries tab(seems to mess up shape keys) and check “Selected Objects” in the Main tab

We basically want to separate the animations from the mesh.

Our ideal solution is to have an FBX that contains the mesh and the skeleton, and have animations in their own FBX files instead of needing the mesh in each animation FBX.

When I was working on Horde Rush, I didn’t have any luck exporting just the armature. In this case, I left a small quad skinned to the armature. This also served the purpose of having a target skinnedmeshrenderer in Unity when you want to swap meshes to the armature.

See my blog posts about the entire process here:
http://undertheweathersoftware.com/building-character-customization-part-1
http://undertheweathersoftware.com/building-character-customization-part-2