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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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$begingroup$
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.

How can I fix this?
animation unity
$endgroup$
add a comment |
$begingroup$
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.

How can I fix this?
animation unity
$endgroup$
add a comment |
$begingroup$
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.

How can I fix this?
animation unity
$endgroup$
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.

How can I fix this?
animation unity
animation unity
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
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
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.
$endgroup$
$begingroup$
Thank you!!!! So obvious when you know it :D
$endgroup$
– Ckuron
Jul 18 at 14:58
add a comment |
$begingroup$
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"
After that switch to pose mode after you selected the bone 
You will see your bone is now outlined in blue

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
$endgroup$
$begingroup$
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
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
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votes
$begingroup$
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.
$endgroup$
$begingroup$
Thank you!!!! So obvious when you know it :D
$endgroup$
– Ckuron
Jul 18 at 14:58
add a comment |
$begingroup$
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.
$endgroup$
$begingroup$
Thank you!!!! So obvious when you know it :D
$endgroup$
– Ckuron
Jul 18 at 14:58
add a comment |
$begingroup$
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.
$endgroup$
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.
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
add a comment |
$begingroup$
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
add a comment |
$begingroup$
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"
After that switch to pose mode after you selected the bone 
You will see your bone is now outlined in blue

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
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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"
After that switch to pose mode after you selected the bone 
You will see your bone is now outlined in blue

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
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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"
After that switch to pose mode after you selected the bone 
You will see your bone is now outlined in blue

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
$endgroup$
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"
After that switch to pose mode after you selected the bone 
You will see your bone is now outlined in blue

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
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
add a comment |
$begingroup$
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
add a comment |
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