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I'm developing a game making in Unity.

I made a character on Blender include meshes, armature, etc.

I exported each animation separately from my rig to fbx files and I combinate on Unity as setting up Root bone.

When I made my character on Blender, the animation of rigs moves as I expected. But when I Imported on Unity It happens like this.

enter image description here

On Blender

enter image description here

On Unity

enter image description here

As you see, the rotation and position of the mesh that I made are changing weirdly which should not move at all.

When I export animation files, I checked option as [Check only Armature, Apply Transform, FBX Unit Scale, Only Deform Bones, Armature FBXNode Type - Root, NLA Strips]. I tried other options but rather it does not solve my problem and showing up unexpected issues.

Also, I applied Humanoid Rig on Unity.

I guess there is a problem on the origin of my rig when I export to fbx and import to unity but I don't know how to fix this issue.

What other options could I try?

Thank you.

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2 Answers 2

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To rule out Unity from the equation there are 2 things to try. 1. try removing the key frame optimisation in the inspector / animation settings. 2. Import your exported FBX back into a new blender scene, do you see the same issue in blander.

If 1 fixes it, it’s the Unity keyframe optimisation settings.

If 2 shows the same issue as you get in Unity then the issue lies in the rig and or blender export.

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You should check how many bones are affecting the vertices, unity has a limit of 4 bone influences per vertex. If you have more than 4 Unity might optimize them in a way you would not prefer.

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