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 /
avatar image
0
Question by Hexcolyte · May 22, 2015 at 02:38 PM · animationblenderexportblender animation

Blender import animation to Unity, source take section missing

Hello my fellow friends. First I apologize for my bad English writing as long as English isn't my main language. After setting up Rigify and made some animations, save as .blend file, switch to Unity, and I only have 1 animation which is "Default Take". And I cannot find any source take. From Unity Manual, I found that when there is only 1 animation, source take will not show up. I made the animation with dope sheet action editor in Blender. After done an animation I click the F button beside the animation name. When I want to add a new animation, I use the + button which beside the F button. And there is a "2" button show beside the F button. Image as shown as below. (Sorry there should only have 2 animations but because of I keep trying to solve the problem and causing the animation duplicated)

alt text

I do some research from google but there are suggesting to export as FBX, but I hope there is a solution for .blend file. As you can see the source take didn't show up and that "+" button is not working at all, it just create another animation which is same as the first one.

alt text

I am using Unity 5.0.0f4 and Blender v2.74. Any help are welcome :)

2.png (19.4 kB)
capture.png (37.9 kB)
Comment
Add comment
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

4 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by medhue · May 23, 2015 at 02:26 PM

To clear those duplicate, just save the blend file, and reload it. Then all you'll have left are the animations with the F. Yes, I would suggest exporting it in FBX, and I generally like to use ASCII, instead of Binary. You don't need a Default Take either.

Comment
Add comment · Show 1 · 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 Hexcolyte · May 23, 2015 at 04:42 PM 0
Share

I think there are no solutions but to export as FBX. Thanks!

avatar image
2

Answer by Bentley · Dec 22, 2021 at 09:07 PM

I came across the same issue where I didn't have a "source take" option when importing animations from a .blend file. I duplicated a working .blend file and started making incremental changes to it until it broke, and in my case the issue was that I had bones that had been deleted, but they were still referenced by some animation actions in the .blend file. It seems that having orphaned channels in your animation actions breaks the whole file when you import it to Unity (instead of just ignoring those channels).


The solution is to delete all references to those bones in all of your actions in the action editor, and the "source take" drop down should come back. You can do that in Blender by:

  1. Opening the action in the action editor

  2. Selecting all bones in the viewport (so you can see keyframes for all bones/channels)

  3. Filtering for the bones you deleted using the search box at the top of the channel list

  4. Highlighting the channels for all deleted bones using shift + click

  5. Press 'X' on the keyboard to delete them

  6. Save and re-import to Unity


If you've already deleted the bones I don't know if there's a way to see the channels for those bones (since you cannot select them in the 3D viewport). The best way around that is to select all of the bones that still exist, then select all of the keyframes for those bones and copy them to a new action. Then you can delete the old action (containing the inaccessible orphaned references) in the outliner window (where the scene hierarchy usually is) by changing the display mode to from "Scenes" to "Blender File"->expand the "Actions" node->right-click the action->delete.


This is the process that worked for me—hopefully it can help someone else in the future.

Comment
Add comment · 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
-1

Answer by SuperCrusher22 · Dec 22, 2021 at 09:35 PM

just import it. thanks

Comment
Add comment · 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
0

Answer by Leonardo-Lima · Jan 19, 2017 at 04:01 PM

I had the same issue. In my case solved the problem by adding a new clip to the list (click the + button at the botton of the clips list) and chose the source take in the drop down menu (just below the clips list). Sorry for the english. I´m not a native speaker.

Comment
Add comment · 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

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

fbx animation to> blender 1 Answer

How can i put multiple animations on one object in blender? 1 Answer

Blender 2.78 Bendy bones Animation 1 Answer

Some animations aren't playing in Unity 3.4.2 2 Answers

Problem With Blender Animation 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