
Make a model with a mesh and a rig or use the one attached. Learn from 3D designers with CGTrader tutorials. **Exact steps for others to reproduce the error** Watch the 3D Tutorial called Perfect Exporting from Blender to Unity created by MattMurch. Import both files into Unity and try to view the animation, or drag the models into the hierarchy.Īnimation exported with rig selected and 'selected objects' on Īnimation exported with 'selected objects' off Then select the Rig (or even just 'select all') and export again with these settings: Select the Rig & Mesh and export it with the following export settings: The animation only works on the model that has the 'rig' node.Įxact steps for others to reproduce the error (and this is true for: modo, cheeta, max, and maya) What Unity does is run the blender command line tools to export the blender file to fbx, caches that fbx and uses it to generate the. Longer info: Unity does not natively read the blender format. Hell you should always export to fbx anyways.

The animation exported with no mesh but 'Selected Objects' off has the 'rig' node, but has also exported rigify's metarig. If you work with anyone else, always export to fbx. The animation exported with no mesh, the rig selected and 'Selected Objects' checked in the export settings does not have a 'rig' node. The exported mesh and rig, without animation has a 'rig' node.

This problem did and does not occur when using comparable settings on the FBX6.1 exporter. It appears to be missing the node 'rig' (see attached screenshot). Bridge offers a variety of formats: from the standard FBX to. When exporting an animation using the FBX 7.4 exporter with 'Selected Objects' selected and then importing the resulting file into Unity, the armature doesn't work. Send assets straight to Unreal Engine, 3ds Max, Houdini, Unity, Blender, Cinema 4D.
