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FBX animation not playing properly?
I have an animation I've built up in Blender, and, in Blender, it looks fine. So, I exported it as an FBX file, for import into Unity(yes I selected everything, first, unless the mesh and armature are not "everything" I need to select).
However, when I attempted to -play- the animation in Unity (through play automatically, or manually starting it via a script), it only animates certain parts, but the other bones don't seem to do anything, despite showing up in the hierarchy.
How can I get the rest of the animation to work?
I should note: there is only one animation in the file, and there are three poses in the animation (none of which are what the animation stops at), and I'm using Blender 2.62, and Unity 3.5.2f2
Thanks!
Answer by DESTRUKTORR · Jul 24, 2012 at 06:53 PM
I figured it out. While I may have needed to bake it, also, the main problem was that I had "Include All Actions." Soon as I unchecked that, it worked fine.
Answer by pheash · Jul 24, 2012 at 09:49 AM
Are you using Inverse kinematic in your animation or any other advanced rigging that cannot be replicated by just using a forward hierarchy? if so you need to tick the box "bake Animations" when exporting your FBX file. this will create a keyframe on every part on every frame. this is the only way to get animations from complex rigs to work in unity.
make sure you have seen this:
http://docs.unity3d.com/Documentation/Manual/HOWTO-exportFBX.html
That... definitely sounds like what the problem is XD I've got a number of things workin with I$$anonymous$$, and that's the stuff that isn't animating, for the most part, haha! I'll try this when I get home, and confirm this as the chosen answer if it works. THAN$$anonymous$$S!!! (I will seriously love you forever if this works XD)
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