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Multiple copies of actions from Blender-exported FBX
I have a .blend with a character (single mesh) and an armature applied to it via a modifier. Also, I have created 3 separate actions (in different keyframe regions - e.g actionOne: frames 1-10, actionTwo: frames 15-20, etc)
When I export to FBX and import into Unity, 26 copies of each action get imported, instead of just one. I don't know if this is relevant or not, but my armature has 25 bones. Any idea why this is happening?
I could just ignore them, but it seems as though the armature object in the FBX picks up one action of each kind in its Animation component randomly, and it looks like some of the duplicates are just placeholders, containing no animation, so the result is hit and miss.
These are the options that I'm exporting the FBX with, and next to it is what appears inside Unity:
And here are links to the actual files, in case anyone feels like having a look:
How can I get rid of the duplicates, and perhaps even find out what is going on?
Hi billerr: I'm having trouble exporting FBX from Blender 2.59; I'm using the same settings as you posted above, but the resulting FBX contains only "Default Take" in its "Takes" section. Could you please share how you exported the actions? I'd appreciate your help.
Hey, sorry for the late answer, but have you got it working yet? Are you sure you are not selecting "Include Default Take" when you're exporting? Because if not, then it sounds like a bug to me. You should also probably see that you have selected the armature that contains the actions, that you have checked "All Actions" and that you have "Optimize $$anonymous$$eyframes" disabled. That last one ultimately caused many headaches, as some keyframes just disappeared.
Answer by billerr · Oct 06, 2011 at 07:35 PM
Never mind, this was a dumb question with a dead-easy solution. Somehow, I had chosen "Store in Nodes" under Animation Generation in the FBX import settings. This resulting in the animation being split into each bone's animation only, and each animation clip had to manually be assigned to each bone.
That's what one gets for messing around with settings they don't understand! I'm marking this as answered for other novice Unitors to see.
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