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When I export animations in blender, only works for the .fbx object that itself attached in unity.
First of all, I'm new at animations and exporting them into Unity. So if you answered in detail, I would be grateful.
I did make some animations on a character and this character holds a stick. I do these animations in separate .blend files but on the same character.
When I imported them in unity, for example, run animation only works for the .fbx object that is attached, but when I try to add the jumping animation on that object in unity, especially the stick animations and general animation don't move properly. Stick doesn't move with it or turn 90 degrees or something. FYI: stick doesn't have any bones only the character has it.
(I realize jumping animation only works properly for the .fbx object that is attached too). So my question is how can I fix it, or where am I doing wrong?
As a solution, I'm thinking of doing the animations as one (running and then jumping), then separating them into two animations (or baking I'm not sure with the term). Then export it. So in one .fbx file, there must be 2 animations embedded. But I don't find how to do it. I'm open to any suggestions.
Thanks
Answer by CodesCove · Nov 17, 2021 at 06:13 PM
I'm not expert in this, but I use Blenders Action Editor to separate animations in the same blend file (and fbx). But it's not a problem to just animate them in one clip in serial. You just need to separate them manually when importing to Unity (in the Animation tab you can break the the animation to separate animation clips).
Anyway I suggest checking the Blender Action Editor functionality first. It's not actually very intuitive to use, so here is one tutorial you can watch https://www.youtube.com/watch?v=8HyFikLRdV4
Thank you very much. I've been missing the obvious, solve it on the animation tab. I separate them based on their frames.
Your answer
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