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Unity not importing blender animations at all
Hello, i have a terrible problem, i was working with unity and blender files, and everything was great, but for some reason Unity stopped importing animations in my blender file for no apparent reason, i was making a new animation on blender, i saved the file, and all my animations were gone on my proyect window, sometimes some of the animations are imported, this is when i play a little with blender settings, but still, most of my animations are gone. This is a terrible problem for me, and i have no idea how to solve it, please, i need help.
The only reasonable explanation I could think of is that you might be using some more advanced animation that Unity doesn't support, though it should still show up in its list of animations.
Are you certain you exported the animation from Blender, and had "Import Animations" checked in Unity?
The Blender / Unity pipeline is very fragile; check your Dopesheet in Blender for any bones that have been renamed or removed during your animation edits/keyframe fiddling, etc. Also check in Blender in Object $$anonymous$$ode that you are at 0,0,0 and didn't accidentally move it.
Thanks for your answer,well, i tried with an older version of my file, to restore most of my animations, so i think the most recent file was kind of corrupted, is this possible?
Unlikely. In all my past woes, I've found the issue to be something I did and not a generic Blender/new release bug or file corruption.
This can occur (like DESTRU$$anonymous$$TORR pointed out) if you've used an animation type in Blender that isn't supported in Unity. An example of this is morphing the mesh. If the FBX contains such an animation, Unity will simply ignore it on import.
Answer by meat5000 · Sep 01, 2013 at 08:49 PM
In Dope Sheet, select Action Editor. Name your animation in Action box, click the F button.
Make your animation.
To make a new one click the + button. Don't simply rename and hope for the best. Make sure to click F. This way, all animations saved under different 'Actions' will appear as separate Clips in Unity.
Upon export, make sure 'Include Animation' and 'All Actions' are checked but you don't need 'Include Default Take'.
Make sure to click 'Import Animation' under the model import tab. (I shall post pic in comments. Max 2 allowed).
These steps should give success.
@meat5000 Do you some of the options you showed on the FBX export tab are not there on newer versions of blender. I am having the same problems as matpneu but I can't seem to fix it
Answer by latorril · Sep 06, 2016 at 06:19 AM
PLEASE READ THIS!
[none of the other tips worked for me - even FBX failed]
Search your animations for SCALES of 0.
I included some animation keys with 0 as the scale for a few bones, and some of my animations stopped importing. This created inverse matrix issues.
Another side-effect or indicator of a problem was that an annoying Default Take was being included in my animation list in Unity after import.
Since removing all 0-scale keyframes, I can now use the raw .blend file and I don't have to export to FBX at all.
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Tip: If you are getting import errors in Unity from Blender, one useful thing to do is export to FBX and read the error logs in Blender (if they occur).
This is an image of the error that I got with the error at the bottom:
ValueError: Matrix.invert(ed): matrix does not have an inverse
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Another Tip - How to find the culprit animation without going nuts:
In the Unity animation window you can see where your animation(s) may have stopped importing. Check each animation - you might see an animation with part of the bone hierarchy missing - this is indicative of the problem animation.
Image of bad animation - missing the rest of the armature hierarchy (there are more bones included in my armature than shown here - compare animation hierarchy against your full armature):
Answer by z_orochii · Dec 17, 2016 at 08:34 AM
I'm sorry if this is a late response but I've just figured out how to add new animations.
It's kind of clunky since the first time the program reimports with no problem at all. But you can always manually add animations to the mesh. It's my best bet since deleting the file and reimporting it is terrible if you have things like animation events and other kinds of metadata. 1: Select your mesh.
2: Press the plus (+) sign.
3: Select the corresponding animation from the dropdown list. Additionaly name it properly!
It's so simple yet I probably got confused because it auto imports them the first time.
I thought my Animations were not being imported, they were just hidden! thank you!
Answer by aer0ace · Jun 26, 2015 at 07:37 AM
I was running into similar issues today. However, my situation was a little different. I was using the Unity .blend importer, and on first load, my animations appeared, but after updating the import settings for the .blend file to add looping, one of my animation clips went missing. I tried re-importing in numerous different ways to no success. I've since decided to export FBX from Blender and import that into Unity instead. I think the FBX importer is a lot more stable than the .blend importer.
Answer by Jeeses · May 09, 2016 at 08:20 PM
Unity didn't import additional animations form a Blender file, which I changed and wanted to re-import. My solution was to rename the .blend File. The problem appeared after I set one of the existing animations to loop. I guess unity stores some information inside a meta file, which prevents it from importing additional Animations. And after renaming, Unity is doing an all fresh import of the .blend (cause there is no associated meta file with that name) and voila I got all my animations. Perhaps deleting the Meta-file will do the magic too, but i didn't tested that.
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