Importing and exporting FBX rig with Blender
I want to import a FBX with rig and mesh from an asset into blender, edit the mesh and export it back into FBX to use with animations. These are the setting I used to import (upper left corner) How the outliner in blender looked like (upper right corner) Then I exported it back into FBX format using the depicted settings (lower left corner) without any changes for testing purposes And in Unity I simply pulled both, the unedited and the edited FBX into the scene and compared them (lower right corner) I also changed the import settings of the edited FBX in Unity to match those of the original FBX
It seems like the mesh, rig and weight painting got successfully exported (I tried re-importing the edited FBX and everything was still there), but the hierarchy or something got messed up meaning when I use animations for the original FBX it doesn't work. I guess the "Armature" empty before the rig means the path to the bones has changed. Any ideas? Any help is appreciated.
Answer by Glitshy · Jul 29, 2018 at 07:13 PM
Basically Blender seems to create a new root bone above my actual root bone with the name of the Armature when I export to .fbx. Other people seem to have the same issue and also for Unreal Engine. One solution I found was editing the export .py of Blender according to this https://krisredbeard.wordpress.com/tutorials/tutorial-prevent-blender-fbx-exporter-adding-extra-root-bone/ but it didn't work for me. Has anyone else similar problems or a solution?