Hi, I’m trying to export a character I rigged and animated in Blender to Unity (but it shows the same issues when imported to Unreal so I know the problem is in the exporting process) and it has 3 issues: the right foot starts to wiggle on random animations, the head squishes on some others when I don’t even have a controler for that so there’s no squishing animation nor scaling (and it squishes, doesn’t scale) and in another random animations the frame 0 will have a different pose than what it should be. I already double checked them on Blender and none of this happens in there, tried importing the blend file in Unity (instead of the fbx) and it only fixes the wiggling. There are some animations that show more than one issue of the three I mentioned.
I’ve made rigs for Unity before and didn’t have any problems. I use two spline iks (one for the tail and one for the body, it’s a ferret). My exporting options are this (the ones circled on blue are because I’ve tried exporting with them on and off).
I can’t post the file because it’s for a studio and it’ll be submitted to Unity Asset Store, so I’m sorry for that but I can provide you with screenshots, hope someone can still help me s:
I already posted this in the BlenderArtist Forums but I need an answer as quick as possible so I’m hoping that someone here can help.
There’s just this one thing that does happen in Blender and as far as I know that’s normal but I might have been doing something wrong this whole time: whenever I use spline iks when I’m animating if I move the controller and cancel it then the controller bone will go back and the curve will follow but the mesh will stick like it was until I move the bone again or change the frame I’m on. And when I change animation on the action editor sometimes the bones will move but the mesh won’t follow completely until I change of frame again. Is this normal?
I have seen this before in the past - in 3D Max. I believe this is a viewport issue - may want to change the display driver (if you can in blender) I think it was when I was using openGL driver, but I can’t remember.
You may also want to check to make sure your graphic card is running the latest driver update.
I’m sorry I can’t help with anything other than guesses on the import animation errors. My first thought was the reference pose in the mapping but since he is a ferret I’m guessing you are not using humanoid rig.
Hi, I’m guessing you’re talking about what in Blender would be the computing device, it’s set on CUDA with my Nvidia GTX 960m card and it used to happen on my other laptop too that had GT 750m, they’re always up to date (I use nvidia experience). It’s a ferret that can walk in 2 legs too, so if you ignore the tail it’s pretty much humanoid
Well thanks for the idea, any other?
If you have blender and Unity running at the same time you may get viewport hiccups.
Can you test to see if the viewport errors happen when Unity is not open and running?
I’m not familiar with laptop graphic cards, but sounds like it should be working as expected.
Is CUDA Direct3d or a proprietary driver for blender? What happens when you switch the computing device within blender? Does the viewport still have issues?
Most of the time I work with Unity closed and everything stays the same, it still happens (I’m doing it right now). I don’t really have a lot of knowledge of how CUDA works (or what it actually is…) but I think this will answer your question (x), so you think the viewport has something to do with how it’s exporting the file?
Well, what you guys are referring to as far as using CUDA in Blender, unless I understand it wrong, it only refers to actual off-line rendering, specifically with cycles. The Cycles render engine can use either the CPU, or a compatible GPU. This shouldn’t actually affect Blender’s viewport, unless you are using a specific “rendered” view.
Yeah, I don’t think that’s what is causing the problem
I tried exporting from another computer and it exports the same, I’m completely out of ideas and I really really really need to fix this
I think I remember seeing that option in Maya but can’t find it on Blender. I tried exporting on FBX 6.1 ASCII instead of 7.4 binary but it only fixed the foot wiggle, the head squishing and frame 0 being wrong on some animations still happen.