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Question by iwHiteRabbiT · Jul 15, 2015 at 03:57 PM · animationimportblenderarmatureproxy

Import from Blender animated proxy armature of a linked library character

Hello!

I'm trying to import a scene made in Blender composed with linked libraries (such as full rigged character with rigify) and animated via proxies (to keep the link).

When I import it from .blend, the armature proxy has the animations but the skinned mesh is not linked with it, and changing its root bone doesn't change anything.

When I export it to .fbx and then import it (option baked anim), there is no more skin mesh renderer, and even after added a new one, I fall to the above issue...

So, has anyone made such a scene import work in Unity? What's the good workflow to do this?

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avatar image arimahardika · Nov 06, 2020 at 11:19 AM 0
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Sorry for necroing this question.

Have you found the solution @iwHiteRabbiT?

$$anonymous$$ost of my team's 3D are using proxy and its a big amount of work to redo all of them again using bone-based animation.

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Answer by Jodarober · Jan 09, 2021 at 05:47 AM

@arimahardika

I've been beating my head against this for the better part of an hour, and I think I've figured it out. You have to rename the armature proxy to match that of the rig asset.

In unity, when you import a rig from blender, it will use the armature name as the parent of all the joints. If you're using a proxy, that name by default is different than the original rig asset. Here I've dropped both the imported rig and animation assets into the scene and you can clearly see this.

alt text

So back in blender, rename the proxy armature

alt text


untitled2.png (14.8 kB)
untitled3.png (7.1 kB)
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Answer by ZappForThat · Jun 11, 2016 at 03:52 PM

Also looking for an answer to this

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Answer by arimahardika · Nov 06, 2020 at 01:23 PM

Sorry for necroing this question.

Have you found the solution @iwHiteRabbiT?

Most of my team's 3D are using proxy and its a big amount of work to redo all of them again using bone-based animation.

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