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Exporting animation to Unity


Blender animations and UnityOdd animation (without armature) when imported in UnityExporting Animation with ModifierExporting blender shape keys animation to UnityProblems with rotation and scale importing blender object to unity? Replicate unity cube?Exporting to Unity as .blendBlender animation to UNITYImport Animation to Unity: Why is there only “Default Take”?Exporting to Unity - Origin problemsAnimation Problem when exporting






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1












$begingroup$


I’m quite new to Blender.



I made a simple scene with two cubes and animated only the top cube.



It seems to work in Blender, but when I import in Unity the two cubes are rotating, not just the one with the animation.



enter image description here



How can I fix this?










share|improve this question











$endgroup$




















    1












    $begingroup$


    I’m quite new to Blender.



    I made a simple scene with two cubes and animated only the top cube.



    It seems to work in Blender, but when I import in Unity the two cubes are rotating, not just the one with the animation.



    enter image description here



    How can I fix this?










    share|improve this question











    $endgroup$
















      1












      1








      1





      $begingroup$


      I’m quite new to Blender.



      I made a simple scene with two cubes and animated only the top cube.



      It seems to work in Blender, but when I import in Unity the two cubes are rotating, not just the one with the animation.



      enter image description here



      How can I fix this?










      share|improve this question











      $endgroup$




      I’m quite new to Blender.



      I made a simple scene with two cubes and animated only the top cube.



      It seems to work in Blender, but when I import in Unity the two cubes are rotating, not just the one with the animation.



      enter image description here



      How can I fix this?







      animation unity






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Jul 18 at 15:27









      Duarte Farrajota Ramos

      37.2k6 gold badges48 silver badges94 bronze badges




      37.2k6 gold badges48 silver badges94 bronze badges










      asked Jul 18 at 13:25









      CkuronCkuron

      83 bronze badges




      83 bronze badges























          2 Answers
          2






          active

          oldest

          votes


















          3












          $begingroup$

          If you don't assign some verts to any bone those verts will be assigned to the root bone in Unity. You can't make this animation works in Unity with only one bone. So add an other static bone and assign the big cube's verts to it.






          share|improve this answer









          $endgroup$














          • $begingroup$
            Thank you!!!! So obvious when you know it :D
            $endgroup$
            – Ckuron
            Jul 18 at 14:58



















          1












          $begingroup$

          Okay one thing you should know about blender is that when you create a normal transform animation and export it to an fbx, blender will apply that animation to any object that is compatible with it, so if you have two cubes and rotated one in an animation, that animation will apply to the second cube. One way to stop this is to use a rig.



          Now the reason both your cubes are rotation is because you probably only parented your one cube to the bone normally and used transform animations on the bone. What you should do is parent your one cube to the bone and when the parenting options come up use "armature deform" but underneath that there should be different options, use "with automatic weights"enter image description here



          After that switch to pose mode after you selected the bone
          enter image description here



          You will see your bone is now outlined in blue



          enter image description here



          In this mode you create your animations, after you are done creating your animations go back to object mode and export to unity and it should be working as indented






          share|improve this answer









          $endgroup$














          • $begingroup$
            That's pretty much I did, but I chose "With empty groups" to define my own groups. The problem was some vertices were not assigned to any bone and were assigned to the main bone automatically by Unity like @FFeller said. Thank you btw :)
            $endgroup$
            – Ckuron
            Jul 18 at 15:06













          Your Answer








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          2 Answers
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          active

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          2 Answers
          2






          active

          oldest

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          active

          oldest

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          active

          oldest

          votes









          3












          $begingroup$

          If you don't assign some verts to any bone those verts will be assigned to the root bone in Unity. You can't make this animation works in Unity with only one bone. So add an other static bone and assign the big cube's verts to it.






          share|improve this answer









          $endgroup$














          • $begingroup$
            Thank you!!!! So obvious when you know it :D
            $endgroup$
            – Ckuron
            Jul 18 at 14:58
















          3












          $begingroup$

          If you don't assign some verts to any bone those verts will be assigned to the root bone in Unity. You can't make this animation works in Unity with only one bone. So add an other static bone and assign the big cube's verts to it.






          share|improve this answer









          $endgroup$














          • $begingroup$
            Thank you!!!! So obvious when you know it :D
            $endgroup$
            – Ckuron
            Jul 18 at 14:58














          3












          3








          3





          $begingroup$

          If you don't assign some verts to any bone those verts will be assigned to the root bone in Unity. You can't make this animation works in Unity with only one bone. So add an other static bone and assign the big cube's verts to it.






          share|improve this answer









          $endgroup$



          If you don't assign some verts to any bone those verts will be assigned to the root bone in Unity. You can't make this animation works in Unity with only one bone. So add an other static bone and assign the big cube's verts to it.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Jul 18 at 14:19









          FFellerFFeller

          2,0041 gold badge3 silver badges10 bronze badges




          2,0041 gold badge3 silver badges10 bronze badges














          • $begingroup$
            Thank you!!!! So obvious when you know it :D
            $endgroup$
            – Ckuron
            Jul 18 at 14:58

















          • $begingroup$
            Thank you!!!! So obvious when you know it :D
            $endgroup$
            – Ckuron
            Jul 18 at 14:58
















          $begingroup$
          Thank you!!!! So obvious when you know it :D
          $endgroup$
          – Ckuron
          Jul 18 at 14:58





          $begingroup$
          Thank you!!!! So obvious when you know it :D
          $endgroup$
          – Ckuron
          Jul 18 at 14:58














          1












          $begingroup$

          Okay one thing you should know about blender is that when you create a normal transform animation and export it to an fbx, blender will apply that animation to any object that is compatible with it, so if you have two cubes and rotated one in an animation, that animation will apply to the second cube. One way to stop this is to use a rig.



          Now the reason both your cubes are rotation is because you probably only parented your one cube to the bone normally and used transform animations on the bone. What you should do is parent your one cube to the bone and when the parenting options come up use "armature deform" but underneath that there should be different options, use "with automatic weights"enter image description here



          After that switch to pose mode after you selected the bone
          enter image description here



          You will see your bone is now outlined in blue



          enter image description here



          In this mode you create your animations, after you are done creating your animations go back to object mode and export to unity and it should be working as indented






          share|improve this answer









          $endgroup$














          • $begingroup$
            That's pretty much I did, but I chose "With empty groups" to define my own groups. The problem was some vertices were not assigned to any bone and were assigned to the main bone automatically by Unity like @FFeller said. Thank you btw :)
            $endgroup$
            – Ckuron
            Jul 18 at 15:06















          1












          $begingroup$

          Okay one thing you should know about blender is that when you create a normal transform animation and export it to an fbx, blender will apply that animation to any object that is compatible with it, so if you have two cubes and rotated one in an animation, that animation will apply to the second cube. One way to stop this is to use a rig.



          Now the reason both your cubes are rotation is because you probably only parented your one cube to the bone normally and used transform animations on the bone. What you should do is parent your one cube to the bone and when the parenting options come up use "armature deform" but underneath that there should be different options, use "with automatic weights"enter image description here



          After that switch to pose mode after you selected the bone
          enter image description here



          You will see your bone is now outlined in blue



          enter image description here



          In this mode you create your animations, after you are done creating your animations go back to object mode and export to unity and it should be working as indented






          share|improve this answer









          $endgroup$














          • $begingroup$
            That's pretty much I did, but I chose "With empty groups" to define my own groups. The problem was some vertices were not assigned to any bone and were assigned to the main bone automatically by Unity like @FFeller said. Thank you btw :)
            $endgroup$
            – Ckuron
            Jul 18 at 15:06













          1












          1








          1





          $begingroup$

          Okay one thing you should know about blender is that when you create a normal transform animation and export it to an fbx, blender will apply that animation to any object that is compatible with it, so if you have two cubes and rotated one in an animation, that animation will apply to the second cube. One way to stop this is to use a rig.



          Now the reason both your cubes are rotation is because you probably only parented your one cube to the bone normally and used transform animations on the bone. What you should do is parent your one cube to the bone and when the parenting options come up use "armature deform" but underneath that there should be different options, use "with automatic weights"enter image description here



          After that switch to pose mode after you selected the bone
          enter image description here



          You will see your bone is now outlined in blue



          enter image description here



          In this mode you create your animations, after you are done creating your animations go back to object mode and export to unity and it should be working as indented






          share|improve this answer









          $endgroup$



          Okay one thing you should know about blender is that when you create a normal transform animation and export it to an fbx, blender will apply that animation to any object that is compatible with it, so if you have two cubes and rotated one in an animation, that animation will apply to the second cube. One way to stop this is to use a rig.



          Now the reason both your cubes are rotation is because you probably only parented your one cube to the bone normally and used transform animations on the bone. What you should do is parent your one cube to the bone and when the parenting options come up use "armature deform" but underneath that there should be different options, use "with automatic weights"enter image description here



          After that switch to pose mode after you selected the bone
          enter image description here



          You will see your bone is now outlined in blue



          enter image description here



          In this mode you create your animations, after you are done creating your animations go back to object mode and export to unity and it should be working as indented







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Jul 18 at 14:34









          Reynard DrosteReynard Droste

          912 bronze badges




          912 bronze badges














          • $begingroup$
            That's pretty much I did, but I chose "With empty groups" to define my own groups. The problem was some vertices were not assigned to any bone and were assigned to the main bone automatically by Unity like @FFeller said. Thank you btw :)
            $endgroup$
            – Ckuron
            Jul 18 at 15:06
















          • $begingroup$
            That's pretty much I did, but I chose "With empty groups" to define my own groups. The problem was some vertices were not assigned to any bone and were assigned to the main bone automatically by Unity like @FFeller said. Thank you btw :)
            $endgroup$
            – Ckuron
            Jul 18 at 15:06















          $begingroup$
          That's pretty much I did, but I chose "With empty groups" to define my own groups. The problem was some vertices were not assigned to any bone and were assigned to the main bone automatically by Unity like @FFeller said. Thank you btw :)
          $endgroup$
          – Ckuron
          Jul 18 at 15:06




          $begingroup$
          That's pretty much I did, but I chose "With empty groups" to define my own groups. The problem was some vertices were not assigned to any bone and were assigned to the main bone automatically by Unity like @FFeller said. Thank you btw :)
          $endgroup$
          – Ckuron
          Jul 18 at 15:06

















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