[Help] My Animation goes wrong, from Blender to Unity

I make shoe laces animation with blender then exporting to unity with standard fbx setting. When press play button in Unity the animation make some weird movement not like on my blender, one laces is fine the other is move weirdly. Please Help me…

-Blender i’m using Cylinder, bone, bezier, spline IK
Some video attachment. Sorry it’s rar format because video it’s not allowed.

2916077–215151–shoelaces.rar (751 KB)

Looking at the video…I’m betting you used something that isn’t compatible directly. Some things simply can’t be done, while others can be done, but only if you “bake” them. IK for example won’t directly work in Unity, but if you make a bone(armature) based animation with IK, it won’t directly work, unless you simply use the IK constraints to animate the bones. I’d have to see the actual file and what you are doing, but I can advise you on the fact that many Blender things just don’t get directly exported and even if they do won’t necessarily be used by Unity.

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so i need to “bake” the animation first before export it to Unity???

what about in Maya is it gonna work if i create something similar to mine???
thanks for the reply.

I don’t know Maya that well, but I know it would probably have similar issues. Some thing just don’t directly export, both due to limits of the file format, and due to the engine importing said files. FBX doesn’t support IK in the file itself(that I’m aware of), and either with Blender or Maya things get exported to FBX(even if Unity itself does it behind the scenes). Now if you “bake” the animation, as in, if you use the IK constraints, but make real bone keyframes, then the keyframes will export. But that is all that will export, so no drivers, no IK, etc…

Note that it may be something else that is causing your problem, I don’t know without seeing the file. But a general rule to go by, there are only a few guaranteed things. Geometry generally works, and some modifiers work, simply because they get applied before export. Armature(bone-based) animation also works, as long as it is keyframe based. Vertex skinning can work as well, though it is a little more finicky to get going. Pretty much nothing as far as materials works, except UVs(part of the geometry) and anything you can directly export as textures(so the auto-generated UVs and textures won’t work unless you bake them onto real textures).

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Yeah, only bones w/o IK is working, but it’s so stiff for animating rope. I use real bone (a lot of it) for my cylinder and parenting w/ auto-weight, then use bezier curve, make new bone for controller and hook bezier curve to new bone.
I already try to “bake” the animation and it turns out to be so bad.
Thanks for your reply.

oh if i’ll attach my .blend file maybe if you want to have a look at my file.

2921988–215852–new Shoes.rar (112 KB)

All spline IK + bone solutions known to me fail to export cleanly because they cause a cyclic reference (spline is parented to Armature, Armature deforms part of itself based on spline). In the Blender viewport it appears to work - except the bones lag one frame behind - but during export some bones assume completely insane positions.

You can see cyclic references if you launch blender.exe from a command prompt / bash console window and watch console output when your model is loaded. Maybe also in the standard Blender console log.

Alternatives: the standard bone IK modifier (not spline IK) does a pretty good approximation of splines if you work with chains of more than 2 bones. Using “control” bones every 4 or so deformation bones as targets, you can have an easily poseable tail, rope or shoelace.

I think based on what you have said, how you combine the different things there, and then based on what Cygon4 is saying, I don’t think I need to look at the file. The alternative mentioned there, using a bone chain with IK modifiers works pretty well from my experience as well, and as long as you are creating the keyframes on the deformation(FK) bones, that works for the “baking” I’ve been mentioning, and it works despite having the IK modifiers on there before the IK bones are only for positioning the FK bones, not actually getting exported.

i’ll try those cyclic reference later and ik modifier, because i have something to do first. Thank you dude.
maybe give you some feedback if it work using standard ik

Ty guys for all your help, but something come up… need to care of this first.
Thank you so much

i’ll give you some feedback later.