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Question by Mons1999 · Jan 24, 2013 at 09:17 PM · animationcharacterblenderexport

How can we export Blender animations to Unity 4 ?

My question is simple : in Unity 3.5, if we wanted to export an animation from Blender, we just had to export it in fbx format. Now with Unity 4, when I export an animated model from Blender, they say "no animations on the object" ? I tried to reimport it all with the animations and I still have the same error message. Is this normal ? How can I do to export my animations with the character ?

Thanks you very much if you have an answer it would help me very much :)

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Answer by Hyperion · Jan 24, 2013 at 10:02 PM

Well, I'll just start from the scratch way I do it.

  • Go to the animation editor window of Blender (Ctrl left-arrow 2 times from the default view).

  • Turn on the DopeSheetSummary, and in the graph looking thing, change it from Dope Sheet to action editor.

alt text

  • Now, you can make seperate actions like idle and run by clicking the F (so it'll remember this animation) and clicking the X to close this animation and start a new animation. I have four animations (each with a different end frame, which you can do by pressing E on the frame you want it to end, or through the button on the bottom that says Frame->Set End Frame).

alt text

  • After you make your animations, Export as FBX without including the Default Take, and deselect everything except for Armature and Mesh for export (all these settings are going to be on the left of the screen).

  • In Unity, make sure to change the scale of the imported object to 1, and now in the animations tab, you'll see your animations. Make sure to loop anyones that you want looped.

  • Hope this helps-- Hyperion


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imag0202.jpg (190.4 kB)
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avatar image landon912 · Jan 24, 2013 at 10:32 PM 1
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Ever heard of screenshot?

avatar image Hyperion · Jan 25, 2013 at 12:43 AM 0
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Yes. The quality is good enough to see anyway. The instructions are what's important.

avatar image Chroniik · Jan 13, 2014 at 09:06 PM 0
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You are a life saver!

avatar image Hyperion · Jan 14, 2014 at 06:01 AM 1
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Glad to help! If only the question asker would accept this answer...

avatar image Xyex Development · Jun 12, 2014 at 06:36 AM 0
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Okay I know this is super late, but this is the first freaking thing to ever work regarding animating in blender. Thanks a freaking ton!

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Answer by cdrandin · Jan 24, 2013 at 10:03 PM

Check out http://answers.unity3d.com/questions/212774/exporting-multiple-animations-from-blender.html to see if it may help you.

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Answer by Stardog · Jul 04, 2013 at 03:07 PM

You have to animate BONES only in Pose Mode. No other animation Action will show up as a seperate clip.

If you're animating a cube, add an Armature. Select the cube object, and then shift-select the bone object. CTRL-P > Make Parent > Automatic Weights.

Now Actions that animate the bone will show up in Unity.

If they don't, follow the instructions above, and select your FBX in Unity. In the Animations tab you'll see a list of Clips. If they're not there, you can add them manually, then choose the correct "Source Take" from the drop-down menu. Your Blender anim's should show up in this drop-down.

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Answer by JJDeveloper · Jul 20, 2014 at 05:49 PM

Blender now supports .blend files, including for animations, because I imported them myself.

The question is, does Unity allow .blend animations to be used for the charactercontroller, because I still have not been able to use them.

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avatar image Hyperion · Jul 20, 2014 at 11:34 PM 0
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I only use $$anonymous$$ecanim + the Animator Controller feature for my animations, so I can't help you there, sorry (unless you can add an animator controller to your character controller, and add animations that way). But the newest version of Unity isn't compatible with Blender 2.71 on my computer for some reason. They might patch that. @JJDeveloper

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