Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Gnomonomicone · Jul 22, 2019 at 09:39 AM · meshfbxfbximporterblendshapes

How can I export model with shapekeys?

I lost my blender files and now I wish to export meshes from my unity project. When I export FBX and import it to blender mesh is missing shapekeys even trough I can see blendshapes attached to a mesh in unity and they work just fine there. I am fairly new to unity and never done much exporting before. How can I export mesh with shapekeys attached to it? Is it FBX exporter bug or am I missing something?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Hardev · Feb 27, 2020 at 04:19 PM

I would like to know that as well. Currently trying to export my scene setup to Marmoset. I carefully tweaked multiple shape keys of multiple objects in my Unity scene to get variation to their static appearance/silhouette.

I thought creating an animation clip and keying the shape key values as a base pose might solve the problem. But I can't seem to be able to export an FBX file from Unity to another application with Shapekeys applied. At least not to Marmoset in my case.

I don't even want to export the shapekeys themselves, but just have the vertex positions of them stay in place as they are in my scene. But that doesn't seem to be possible as all my meshes vertex positions are reset on export. It seems every Shapekey is set to zero influence so that all my meshes look the same after export.

Interestingly and fortunatley, this doesn't happen with armature deformations I did to said objects in my scene. They export just fine as it seems.

EDIT: For me the shape keys stay intact in Blender, so that works for me. As a workaround now, I have to export all those meshes from Unity to Blender, copy the values of the various shapekeys from my scene to the appropriate keys of the meshes inside blender and then export the meshes again from there. Quite some extra steps that cost time. Would be nice if there'd be an option to "apply shape keys" on export or something. EDIT: Also I just realized that opposed to what I thought before, the deformations I've done to the armature bones in my scene are not properly exported as well if I am not mistaking. Even if I keyframe them. There are default values in position and rotation of every bone except the root. Selecting "Model(s)+Animation" in the FBX exporter doesn't seem to make a difference. All rotations and offsets I did to sub-bones in the scene view are seemingly discarded on export. So there seems to be no way to export those properties which is really restricting if you like to assemble a scene in Unity and then export it to realtime viewers for presentation. Think Im gonna need to try the SKetchfab exporter and see if it helps. Although I wanted to use Marmoset. Solution(partly): In hindsight, I should have probably deformed my bones in the scene while recording these deformations directly by keyframing them to single keys in animations, so the meshes would export as they are in the scene if you select "models(s) + animation". That way the meshs Armature deformations indeed get exported. But now the binding is all messed up when I import the FBX from Unity to Blender. I was able to fix this inside Blender by "clear parent inverse"-ing the armature. That made the mesh snap back to the position it is in also in the Unity scene. Still no applied shapekeys though, but the workaround described above should work.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

190 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How do I solve the mesh issue after exporting from 3ds max. 1 Answer

my animation isnt importing, and the mesh stays on the T pose 0 Answers

Unity throws console errors trying to view fbx animation import tab 1 Answer

Hello i need help with a fbx model (the fbx model must be welded together with the assets & texture ) 2 Answers

FBX Exporter is not responding 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges