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Question by AgonyRoses · Jul 13, 2016 at 09:21 AM · animationanimatormecanimanimator controllerblender animation

Blender FBX Import to Unity messes up animations

So I made a set of animations for my rigged and textured character in Blender 3D and they play perfectly fine. However when exporting them to Unity as FBX, the idle animations are out of place, even on frame 0..

alt text Here's in Unity

alt text

and here's in blender.. Unity also has a problem of rotating my model 90 degrees on it's side whenever i set the motion to the actual root bone.. but one problem at a time.

unity-frame-0.jpg (17.9 kB)
blender-frame-0.jpg (29.7 kB)
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avatar image PhantomSarcasm · Jul 13, 2016 at 01:36 PM 1
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I have no clear solution, quisas to export the problem is, I'm not so expert that part ... in terms of the turn, I spend something just had to change the rotation in quaternion Auler, and if in "animation" you give the option of euler angle (quaternion idendity). I hope this will help.

avatar image AgonyRoses · Jul 13, 2016 at 03:53 PM 0
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Hm, I'll try that

avatar image AgonyRoses · Jul 13, 2016 at 04:17 PM 0
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It's already set to Quaternuon (WXYZ)

avatar image BloodBTF · Jul 13, 2016 at 09:37 PM 1
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you could try changing the scale to metric in blender, or you could apply rotation and scale (Ctrl + A) while in edit mode. then export it.

avatar image AgonyRoses · Jul 14, 2016 at 02:33 AM 0
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I managed to fix one idle animation jitter by moving the knee Ik around.. However the another idle animation jitters I between a transition from one frame to the other.. Even though I explicitly baked the key frames when exporting..

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Answer by theANMATOR2b · Jul 13, 2016 at 12:20 PM

Can't really see the problem from the images. What solutions have you attempted to fix the problems?

Also - you may have modeled/rigged the character facing the wrong direction in blender - which will result in the character facing the incorrect direction in Unity.

There are several threads in the forum documenting this and solutions, in addition to the ample information in the documentation about setting up a character in blender correctly.

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avatar image AgonyRoses · Jul 13, 2016 at 03:50 PM 0
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The problem is that in the middle of the idle animation, the feet randomly jut outwards and back ins$$anonymous$$d of just smoothly rotating. I applied the tranform and all that and even tried to see if it was the ik. Using the blend file fixes it but that has a different set of problems, all the other animations work just fine too

avatar image AgonyRoses · Jul 13, 2016 at 04:19 PM 0
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Also worth noting I attempted to recalculate bone roll, which fixed it only when I didn't have a root bone

avatar image AgonyRoses · Jul 14, 2016 at 03:02 AM 0
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Here are gifs of it:

In Unity https://media.giphy.com/media/l41YaA3Gfj2zJWQr6/giphy.gif

In Blender

https://media.giphy.com/media/3oEjHATPmd9HGRWfS$$anonymous$$/giphy.gif note the beginning skip is just due to bad looping when i made the gif.

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