Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
This question was closed May 22, 2019 at 05:46 AM by sandeepraj for the following reason:

The question is answered, right answer was accepted

avatar image
0
Question by sandeepraj · Jun 12, 2013 at 12:06 PM · mecanimblender-exportingblender animation

animation problem in mecanim

Animation problem in mecanim....

it is human character..... i did create a avatar.

fbx file is working fine (checked it Maya)baked the animation.

removed the constrains,unneeded bones and other objects, so now the scene has only the Armature (bones) and the mesh. there is only one active action in the Action/NLA editor (blender). changed the pivot point to the center of the feet-bottom(blender).
i even tried changing the forward axis (from z to -z)nothing seems to work.

i applied scale values for mesh {so the scale of object is 1,1,1 Rotation is 90,0,0 and Location 0, 0.27, -0.042 and armature (bones) is location 0, 0, 5.2 Rotation is 0,0,0 and scale is 1,1,1} - IN BLENDER.

all i end up with deformed mesh without animation. ANY HELP WOULD BE GREAT...

Comment
Add comment · Show 4
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
avatar image Ben-Stoneman ♦♦ · Jun 12, 2013 at 02:51 PM 0
Share

Did you Apply the new location, rotation and scale to the model?

(In Object $$anonymous$$ode) 1. Select the $$anonymous$$odel 2. Click Object > Apply > Loaction 3. Click Object > Apply > Rotation 4. Click Object > Apply > Scale

avatar image sandeepraj · Jun 12, 2013 at 08:38 PM 0
Share

yes i did except rotations because i read somewhere that because of the axis difference between blender and unity, the object should have 90 rotation on x-axis.

avatar image ikaria · Jun 12, 2013 at 10:53 PM 0
Share

these are kinda obvious, but easy to forget -- 1. did you assign a controller 2. does the controller have any states set up?

avatar image sandeepraj · Jun 13, 2013 at 06:38 AM 0
Share

if your saying about mecanim unity.... i did make a animator controller with default state (i mean i used only one animation like walk cycle)

1 Reply

  • Sort: 
avatar image
0
Best Answer

Answer by Hyperion · Jun 13, 2013 at 01:04 AM

HAHAHAHA hahaha. You are just like me in the past! It took me SOOO LOONG to figure it out.

Anyway, I'll just tell u the steps, and if they're vague, PLEASE ask me to be more specific.

  • Rig, skin, animate object in Blender (and you may have multiple animations).

  • When exporting as FBX , you need -Z forward, Y up. Also, make sure to deselect everything except armature and mesh. Do NOT include 'default take'. That's about it........ All this is if your character had z as up, y as forward, and x as side in Blender.

You know something weird? I recently saved my cool rigged skinned robot in my Unity folder as a Blender file, and all the axis were already correctly placed!!! A picture: alt text

alt text

Well, I hope this helped, and again, ask if you need to. -Hyperion


metalbotpose1.png (87.5 kB)
botex.png (261.9 kB)
Comment
Add comment · Show 3 · 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
avatar image sandeepraj · Jun 13, 2013 at 06:48 AM 0
Share
  • forward, Y up are default export setting of blender 2.66 version and i also tried without "default take." i dont think there is something wrong in my fbx animation file because i checked with Autodesk maya its working fine.

avatar image Hyperion · Jun 13, 2013 at 05:35 PM 0
Share

So you're having trouble isolating the animations within Unity?

avatar image sandeepraj · Jun 14, 2013 at 05:36 AM 0
Share

THAN$$anonymous$$S FOR THE HELP...... i dnt know what was the mistake happened in my laptop..... i tried the same file in a different PC (from step 1 baking to animation to .fbx with default setting and importing into unity mecanim) it worked. only the difference was the unity version but i dnt think it made any difference.

Follow this Question

Answers Answers and Comments

17 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

Related Questions

Walk cycle not importing smoothly. 0 Answers

Nothing showing in the animation tab. 0 Answers

A node in a childnode? 1 Answer

Crushing Issue with Blender to Unity FBX Files During Animation 1 Answer

Character is rotated when any animation on the character is played 2 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