Blender to Unity - Rig weirdnesses

Hey there

I am working with characters for an game and the first time we want to use Blender for the animations.

and I found several things strange 

1-  when I have bones setup in blender - rotation 0/0/0 and location also nulled - and I import them without animation they suddenly have a rotation. How can this be avoided? is this a stetting in the export may be? 

2- it sometimes doesnt update the animation in unity when I overwrite the fbx. I found the solution in the web that: you  should uncheck import animations, apply and then check the import animation again but it this really the right way?

3. Which name does the fbx import actually use for exporting the animations or actions? and is there a way to only select certain ones? At export I sometimes have a gigantic long list of animations suddenly and I am not sure which export selection actually causes this.

4. we also use blendshapes what works fine but would be easier to use with the NLA editor. Is there a good tutorial for that editor. I have seen a few but it didn't help me I excidentially keep deleting my animations.

Thanks for everyone that takes his times and ready through this. 

I could really need some clerifications here


  • greyphoenix replied

    we found a solution for the 1 one

    has to do with the different scalign system of unity and blender and axis


  • greyphoenix replied

    so we got more problems while exporting it -.-

    oh man I really wanted to use Blender at work but it just fails the exports. If this goes on we probably will use 3ds max again. shit.

    If anyone can tell me which actions are exported and why the active action is not the one that is exported into an fbx.. this would be great.

    it exports actions and then they are all having the same animation in unity. 

    if anyone knows how to delete actions from an armature that would be great help to - the way it worked in blender 2.7 sadly dies not work - shirt + clicking the X



  • Phil Osterbauer(phoenix4690) replied

    To bake the active action only; under Bake Animation I uncheck "NLA Strips" (unless of course you're using the NLA strips) and "All Actions"

    As for removing an action. If it's not going away after hitting the X, it probably has users associated to that action yet. 

    Which means its probably still hanging out in the NLA editor.

    Delete it here and when you go back to the action editor you should see that there are 0 users on the action. Save, and the next time you open the blend file it will be gone.

    I hope that helps you out. 

  • greyphoenix replied

    thank you for your reply. 

    for the export settings - did they work for you? if I disable export all actions, the file that comes into uniyt is empty.

    no animation at all.

    I always had NLA editor disabled because it would export many more aniamtions then needed.


    BUT I found a way to delete the other actions. through the new outliner - setting it to blendfile and then on the list it makes it possible to animate, Through the NLA editor it still showed up.


    the problem somehow seem to be what is selected while being in the action editor.

    When you select the mesh and not the armature you can still select a different action and when that happends unity will create an action where none should be and eventually the armature gets affected to and everything around you dies (theatrical dramatical picture) 

    but there might be something broken in this file completely. it just sometimes shows they keys haha



  • Phil Osterbauer(phoenix4690) replied

    Oh cool to know about the outliner thanks a lot!

    Those settings have always worked for me. I just finished a job where I had to bake a bunch of game animations for a client and they all tested out okay. If I had all actions checked it tried to bake all the actions into one FBX and treated every animation as if they all had the same frame range.  Are you sure you had an animation selected from the action editor?