Blender 2.8 Exporting FBXs to Unity 3D (In 60 Seconds!)
Why Blender Stack Exchange recommends it
Blender Stack Exchange answerers and askers point people to it when FBX exports from Blender 2.8+ arrive in Unity with broken bones, distorted meshes or missing animation.
Recommended by 2 people across 3 different months, 2021 to 2022.
What it is
A very short Blender 2.8 speed tutorial by Royal Skies showing which FBX export settings to use so that rigged models and animations come into Unity 3D correctly. It is part of the creator's Blender 2.8 speed tutorial series.
What people said
Recommends Tsar Asterov XVII · 2021-02 · Blender Stack Exchange · on “Exporting a rigged object to Unity (as FBX) produces massively distorted mesh, affecting normals”
I have seen your question. This is a very common problem faced by everyone while they export their project from a 3d software to a game engine. There are quite a lot of settings for this and not just a button that says "Please don't ruin my mesh when I send it to a game engine" (Even though we all wished for it to exist). Luckily, I have just the video for you. Keep in mind this video is for versions 2.8 and higher. It should work for 2.7 versions too though. After you follow these settings, re-export the model to Unity. Here's the link: [this video] A small tip, please don't try to add jokes to your question. It seems unprofessional. I know you are new, so you don't know, so got this link for mo
Recommends Tsar Asterov XVII · 2021-03 · Blender Stack Exchange · on “blender bones are not working in unity”
This is a very common problem that happens when you export from blender and import to unity. The solution is simple. Open the .blend file and clear the scale by pressing Alt+S. This does most of the stuff but you could face some minor issues. So I recommend also clearing the location and rotation by pressing Alt+G (clear location) and Alt+R (clear rotation), after doing this, export as .fbx and import it in unity. I hope it helps. Aster17 P.S If you want a step-by-step video tutorial, Below is the link: [this video] P.S.S This link is for versions 2.8 and above but should mostly work for versions 2.7 and above too. I am also providing the link to a QnA similar to your question if you prefer stuff
Recommends PEA NUT · 2022-04 · Blender Stack Exchange · on “How to export an fbx skeleton animation?”
I am failing over and over again, trying to export an fbx skeleton animation from Blender. I am using a Mocap program that spits out a very basic animated rig. I've never used Blender before and have followed various tutorials for two days, trying to get this thing exported. [LINK] I try to follow these steps [this video] Everything I do, either the file exported is a tiny file size and doesn't work, or Blender just says (NotResponding) and hangs infinitely. Please could someone break it down for me, in the most simple, simple, simple, beginner steps, like I am a 5 year old, how to do this? I'm not sure if I'm just selecting the wrong things or do I need to "BAKE" the animation first? I just don'
Cites DevolasRevenge · 2021-03 · Blender Stack Exchange · on “exported retargeted animation is only 24 keyframes long (scene is set to 34 keyframes and animation is 34 keyframes long)”
So I've been retargeting animations with the Rokoko add-on and things are perfect in my blender scene. The first was 24 keyframes long, exported as 24 keyframes. The second was 251 keyframes, exported as 24, for an hour straight of trying different solutions I finally got it to bake at 251 frames into an animated .FBX file. I assumed the problem was that my source retarget armature (the armature that my constraints are set to) was hidden from the viewport (not disabled just hidden [LINK] like so). Thinking I had solved the issue, I tried to do another animation with 34 keyframes but even with the source armatures visible, it would still export at 24 keyframes. I've tried to bake the animatio