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Importing animation from blender, with model from unity store, can't change rig to humanoid "because it doesn't contain normals"
So i was testing my animation with blender, i generated IK rig with rigify addon, everything works as it should be in blender.I have got model from unity store, and copied mesh to work on animations with it on blender. I aplied scale rotation made normals outwards etc, made some stupid animation just to be sure if it works, and tried to import it to unity, when i import the file, it shows me this error
In general, when i click on animation, it shows normally in the panel, it plays correctly (one thing i noticed i have fbx file separeted for Mesh_Bio_Mutant, metarig, rig and WGTS_rig, for metarig and rig animation works, for other it does not image), but for me to apply it to my actual player model (which is god damn the same) i need to change rig to humanoid, which it doesn't allow me to, because when i do it, it deletes my animation and makes avatar. I tried to tweak settings on exporting and importing in unity and in blender and it doesn't make a difference, even tho i found another post on forum about similiar problem, with solution in export settings change in blender, it didn't work for me.
Here are links for model and exported fbx version: https://pasteall.org/blend/5f9ced2262cc4067b83db19ec2502b91 http://www.mediafire.com/file/ysn3b32bvh900qc/animacjeProba1.fbx/file
And here is link for character that i use: https://assetstore.unity.com/packages/3d/characters/humanoids/free-biomechanical-mutant-166330
Also here are my current export setting in blender: link
Answer by projekton · Jul 21, 2020 at 06:20 PM
Ok, i tweaked some settings again with exporting file in blender, i just checked in Include "Selected Objects" and changed Geometry smoothing to Faces and it doesn't show errors with normals now(i selected mesh and ik bones in blender to export, NOTE i have done it before, as one of suggestions with exporting files, but for whatever reason it didn't work before and now it did) but, it doesn't assign bones correctyl in the head and it all would be allright if not the fact that it tells me that one bone is not child of the other when in fact it is. Screenshot what i mean:
Ok i figured it out. For bones you just need to change parent of bones(in this case it was DEF-spine.004 to be child of ORG-spine.003) before export. Bug probably occurs when you delete face bones, if you have been using meta rig armature in blender, and when they are deleted it weirdly groups up bones later, so you can't reassign them in unity(and it's hard to notice at first cuz they are generated multiple bones, and its quite a spam). As for bug with normals, idk what was really the problem cuz i tried so many options but here are my current settings of export to fbx file, i also decided to move on with another model but i think that this post might be helpfull to someone in the future .
Screenshots: https://postimg.cc/gallery/Db74CQh
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