I have a bone to pick with Blender.

I built this model to test animations on how reliable I can import updates to the .fbx in Unity. As you can see from the picture, I set the z axis to -90 in Blender to have the rotation I want in Unity.

But I’m also getting weird animations that are overwriting the default pose “Dummy” when loading the .fbx in the scene editor of Unity. As you can see, “Dummy” is first in the Tracking Order of the NLA Editor.

Not only that, but I’m also getting random extra animations in my project hierarchy even though you can clearly see I only have animations established inside NLA Tracks in the Blender hierarchy.

And to top it all off, I have this foot inside my model’s knee, even though the animations clearly show the model is structured otherwise. Plus you can see within the Blender hierarchy that both feet are parented to the shin bones.

Seriously. wtf Any advice?

I used Blender for all the models, rigs, and animations on Horde Rush, and I feel your pain. Animation management was a hassle, and I had to make sure to remove unwanted animations. I dislike the fact that animations are only “marked for deletion” and not actually deleted until you exit. And sometimes that doesn’t work because you missed some obscure object reference that needs to be unlinked before deleting. Very odd. I’ll provide some advice as it comes to me.

How did you “set the z axis to -90”? Did you specify it in the FBX exporter? It took me a few tries to get the coordinate orientation correct, and it especially sucks when Unity doesn’t reliably update animations from an FBX file. That said, you may consider using a Python script to export, since you’ll be doing this repeatedly.

Those animations are usually applied to one of your meshes if it doesn’t have Armature|. Select your meshes and make sure there is no unintended animations (read: keys) on those meshes.

This can be anything. More than likely, you forgot to Apply Rotation and Scale on your mesh before binding and exporting, or there’s some weird scaling/rotation going on with your Armature.

Another piece of advice that should save you hours of production time. Avoid using the NLA Editor. Just use the Dope Sheet. The NLA Editor has a lot of confusing and unnecessary UI. The Dope Sheet editor shows you exactly what you need. Name of the animation and the keys for the selected animation.

I hear you. I have had nothing but problems with Blender. Until recently, it didn’t even support custom vertex normals, or exporting vertex alpha to fbx.

Thanks for the comments guys. Just when I thought I was past Blender’s learning curve, clearly I wasn’t. I took your advice Aer0 and removed the NLA Strips. I’m saving the animations with “F” in the DopeSheet editor instead and the extra animations are going away now. I also played around exporting and trying a multitude of tasks like removing the default take from the Action Editor, applying the armature modifier to the mesh and realizing that was a bad idea, resetting the rotations with both the armature and the mesh highlighted, re-naming the animation clips with numbers in order to assure “Dummy” is my default clip. etc.

Things are working better now. Blender sure is picky.