I have problems Importing .FBX models with animation made in Blender 2.78 in Unity 5.4

Often when I’ve made a new animation for my character model, export as .FBX, and then go into unity the imported result doesn’t show all of the animations I have made for the model, imports broken animations that don’t work even in the preview window, and sometimes duplicates animations without having any these duplicates in the source .blend file (not even user-less 0 ones, I eliminate them by save/reload). Also, I am making fake users for each of my animations.

One workaround seems to be to make sure I’m in Object Mode in blender and have a specific Action selected in the Action Editor. If I select any other Action, or even no actions, this seems to break the import of the animations. This seems to work but I don’t know why it’s that specific action that needs to be highlighted (my theory is that it’s the first action created but haven’t had time to test that) and wonder if this counts as a bug somewhere with or between Blender and/or Unity.

The other thing is to delete the .FBX within Unity and re-import. This sometimes results in having to recreate the prefab and drop it in or re-instantiate it for things to work properly. I do this when it seems like nothing else works, and it doesn’t itself always solve the issue.

Is there something I’m missing or a way that I can always make sure I get all of my animations in and working?

Are you able to export the base character and rig without animations, then export separate animation sequences - from blender?

I use this workflow in Max because it allows for editing of animations later on, without the complication of having to reexport the entire character and all animations, then having to re-setup the animations in Unity.

If you only need to update the walk cycle or jump animation, updating that animation sequence then exporting only that animation sequence (instead of the entire character and all other animations) I believe would help overcome some/all of the problems you are encountering.

As for the blender specific issues (object mode, action editor) - those answers might be better found in Unity Answers, or in External Tools section.

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Yes, I can do this. It might work well for me too. Kind of wished I would have thought of it. I’m used to having all my stuff in one place but I can just organize my animations into my working art folders so I know where my raw resource files are. I have asked on UA but I’m starting to think the problem is something unique to me because it just works for everyone else I’ve asked. I’ll try your way and see if I can get used to the work flow, if I can’t figure out how to smoothly keep everything in one Blender workfile then at least I can get something that works and get things done. Thank you.

edit: Well, in trying to figure out the best method… I’ve somehow screwed something up and can’t figure out how to fix it. Now, when I import my character it shows up fine in the scene view but when I start the game it’s about 1k times too large. Seems to shrink when I trigger some animations but goes back to being so large the camera is mostly inside of it. So when ever I use separate animations, they seem to scale the model up too much.

Just fixed it but I wasn’t sure what I did. Just re-imported the animations, duplicated them, moved them and re-attached them to the controller.

More edit: Sorry I keep adding. I’ve gotten a workflow that helps get each animation in. I had the idea to make copies of the animations but if you separate them from the FBX file by duplication they loose most of their options like Events and Masks. I suppose you just have one FBX file without geometry for each animation for it to work best.

Yes - I forgot to mention - I keep all the animations together in one single Max file (with a backup of course) but when I export, I export all animations individually without mesh (only bones) and export one character fbx with mesh and bones, then setup in Unity.