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Question Blender FBX Skinned Mesh Import

Discussion in 'Editor & General Support' started by Hummy91, Jan 17, 2023.

  1. Hummy91

    Hummy91

    Joined:
    Jun 7, 2017
    Posts:
    67
    Hello. My current work flow involves rigging/skinning character meshes in Blender 3.3. I then export via blender's FBX exporter and import into Unity.

    The trouble I'm having is that certain bones when imported into unity lose their bone end position or orientation?. No matter what import or export settings I've tried, the bones end position/orientation is always wrong in Unity. This appears to be happening for every single bone in my rig that is effectively the last bone in it's chain. For example, the last toe bone(s), the last finger bone(s), auxiliary bones like hip attachment/pec etc.

    Does anyone know of a solution or what may be going wrong here?