Search Issue Tracker
Fixed in 2019.2.X
Votes
1
Found in
2017.4.0f1
2017.4.18f1
2018.3.0f2
2019.1.0a13
Issue ID
1117999
Regression
No
Import errors when converting from Blend to FBX
To reproduce:
1) Create a new project
2) Import attached models
3) Check the .fbx model
The clips are broken up, and most of them are wrong
Reproduced in 2017.4.0f1, 2018.3.0f2, 2019.1.0a13
Comments (14)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [iOS] [Android] External library generics fail during IL2CPP build
- Animator State’s Multiplier field shows a Parameter that no longer exists when the Parameter was assigned and then deleted
- Shadows disappear and come back after couple frames when using OnDemand Shadows and OnDemand Reflection
- “Delete Selected Items” is still active in the menu when Label is not selected in New Sprite Library Asset window
- "View Generated Shader" button in Shader Graph Asset is not aligned with other buttons
myxolobe
Jun 02, 2020 02:42
The fix to this issue caused another issue: https://issuetracker.unity3d.com/issues/using-multiple-animation-clips-in-blender-not-all-animation-clips-are-imported-using-a-blend-file
I'm surprised that Unity would choose to solve a problem in a way that breaks developers' existing workflows that's been around for a very long time. One person comes along who wants to use the Unity-Blender integration in a slightly different way, and then it changes for everyone else. This issue should have been solved the proper way: by allowing the user to choose how to import animations from a .blend file.