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I've been exporting animations from Blender to Unity for a while and I've never had any problems so far. Recently, I tried Mixamo, a free library of animations which uses a specific armature system. The auto rigger they have isn't very good, so I decided to download a model with their own armature in order to use those bones as a base for a better rigging.

The issue comes when I'm finished rigging the mesh and I export it along the armature in an FBX file. Blender adds the armature object itself as a Node in the hierarchy which, seems to break everything. I'm not using custom animations, but instead Mixamo's animations with a different skinned mesh. Therefore, I need the same hierarchy of nodes(as well as the same names) in the armature tree.

Screenshot The exported custom object is marked in red and Mixamo's model in green. As it can be seen in the picture, the yellow arrow shows the extra armature node (which is the armature object in the Blender scene).

Does anyone knows a way to avoid this addition ?

Disabling leaf bones as seen here : FBX export adding extra bone doesn't seem to solve the problem either. I've also seen a few posts with a similar issue but happening with Unreal Engine, but I couldn't find anything that helped me.

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I know it's a year late, but I've just had this same exact issue, so I would like to answer it here in case anyone else comes by this post.

The way to fix this in Unity is, after dragging the model into your scene, right clicking it and selecting 'unpack prefab'. Then, drag your hip object, that is parented by the unwanted armature node, up one level. You can then safely delete the armature node, and the animations should now work as normal.

Hope this will help some people, this behaviour isn't documented well enough for how annoying it is.

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For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.

Hierarchy:

  • File name (main parent object)
    • Hips (first bone)
    • Mesh

Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.

My suggestion is: Mesh > Mixamo (auto rig) T or A Pose > Blender import and export > Mixamo again. This way, we get a dummy container (FBX file name), mesh, and a dummy as a container for fittings where the hips begin.

All animations received from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which must be followed when editing.

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

Import in Blender - Leave Bones - Yes Export - No , end bones to point but the others good , fbx

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