FBX UNITY IMPORT UPDATE
Thanks for your time, would really appreciate an update on this.This is a handy script if you want to transfer your models from one 3d-package to another. If you want, I also have a Java script that spits out the above using the assimp bindings included with LWJGL. If you need more data, I might could include the mesh, but I'm hesitant to share much more. (You can probably use open3mod if you want to test assimp specifically: ). Just open it, go to Export FBX, select Test Preset, play with the Bake Animation params according to above, then inspect the exported FBX. I'm uploading my affected rig and animations, with meshes and other data stripped out. (EDIT: to clarify, I actually import the FBX from the 'Key All Bones' on/'Force' on/'Simplify=1.0 case into my engine, and the data is what I expect.) I expect to see fewer channels only when 'Key All Bones' is off, but that's not happening at all, and the second output case appears to be losing both bones and animations, regardless of the 'Key All Bones' setting. Rig Naomi|Run Forward: dur=8.00, ticks_hz=12.00, channels=23 Rig Naomi|Run Backward: dur=8.00, ticks_hz=12.00, channels=34 You will notice that the animation Idle is nowhere to found. Before exporting FBX, Uncheck option Force Start/End Keying under Export FBX Panel and export.You will notice that the animation Animate_a contains key for all the bones and armature(A,a and b) Now export FBX with default settings(FBX 7.4 Binary).Now create an action named Idle and record only 1 key for all bones in this action(No transition).Create an action named Animate_a and only animate bone a in this action.Setup your mesh and armature such that you have an armature named A and it has two bones a and b.I think there are two settings under Export FBX panel - Key All Bones and Force Start/End Keying but they are not working properly.Įxact steps for others to reproduce the error Holding bones stationary sometimes breaks animation. These bones have keyframes associated with their localPosition/localRotation/localScale and are flat linear curves - they do nothing but hold the bone stationary. fbx file), the resultant AnimationClips have keyframes defined for all bones, even those that are not being animated. blend file), or the built-in Blender FBX Exporter (importing a. Whenever I import an animated mesh from Blender, be it using the built-in Unity FBX Importer (importing a.