MY ISSUE: when I export the mesh complete with its armature, only the currently selected action gets exported along in the FBX file.
I've rigged, skinned and animated a character. Each animation is a separate "action", for a total of 4.
The scene includes 3 objects, which means 3 armatures.
The character's body armature is parented (as a "bone") to a rocking chair's armature, so to sync the movement. Each armature is a separate object, but the movement of the character's armature is relative to that of the chair.
I export each of the three meshes (with relative armature) separately. If exported singularly (by unticking the relative option), each action/animation works perfectly, in Unity. If exported altogether, only the currently selected action/animation is exported; and works perfectly in Unity.
I've read threads reporting this issue being caused by keyframes linked to bones that no longer exist. I've checked the "dope sheet" for lines entitled to non-existing bones, but all the keyframes are accounted for.
Is there something I'm overlooking?
This is my 3rd animation attempt, the first two working flawlessly. In the first case it was a tree waving in the wind. All OK. In the second case I added a walking cycle to a pre-existing blend scene. Exported with all the animations without a problem. This time I got the character clean, so I handled all the stages, from rigging to animation.
In Blender everything works great and the animations look good. When I export them, though, only the currently selected one gets exported.
Is there any way to know why all the actions other than the selected one are ignored during exportation? Any log file?