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Question Blender to Unity Export Issue – Unwanted 'Armature' Transform

Discussion in 'Animation' started by Arxinos, Dec 30, 2023.

  1. Arxinos

    Arxinos

    Joined:
    Feb 10, 2018
    Posts:
    2
    I am currently facing an issue while attempting to import a Synty character into Blender for rigging purposes. Specifically, I am trying to add bones to the character to enable proper animation, such as holding a weapon at the back and in the hand more precisely.

    However, I've encountered a problem during the export process from Blender to Unity. Each time I import the character into Blender, add the necessary bones, and subsequently export it to Unity, the character seems to have an additional "Armature" transform. This unexpected transform is causing difficulties in maintaining the correct animation, and my character appears to stay in a T-pose during gameplay.

    I have attached two images for reference:

    Picture 1: Incorrect Hierarchy

    • This image illustrates the undesired hierarchy, showcasing the problematic "Armature" transform.
    Picture 2: Correct Hierarchy

    • This image displays the desired hierarchy without the extraneous "Armature" transform.
    I would greatly appreciate any insights or solutions from the community. Is there a way to export from Blender to Unity without introducing this additional "Armature" transform? I believe resolving this issue will contribute to maintaining the integrity of the animations applied to the character.

    Thank you in advance for your assistance, and I look forward to hearing your valuable input.
     

    Attached Files:

  2. halley

    halley

    Joined:
    Aug 26, 2013
    Posts:
    2,661
    The extra transform is not going to cause issues for you. Blender creates a game-object for the Armature blender-object, and adds it in as a second child. Maya does not have the same export, and Synty uses Maya software when making their models. But the difference is ignored by Unity if your Avatar configuration is correct.

    Animations are done by the names of the bones, mapped by the bone configuration in the Avatar. You could have ten extra layers of Transforms, and as long as they aren't named in the Avatar, you would be fine.

    When you import your FBX, you should set the Animation Type to "Humanoid" and create/configure the Avatar for it.

    At the top of the humanoid avatar configuration, you should see that the "Hips" and "Spine" bones are properly mapped to the first children of your root bone. Your Animator component should be using that same Avatar that you configured, or at least an Avatar that has the exact same bone names that are descended from the "Hips" bone.

    If you're using some IK systems, they may need to know which bone is the root of your bone transforms, and for that, you give them the reference to the "Root" bone which is always the parent of the "Hips" bone for Humanoids.
     
  3. Arxinos

    Arxinos

    Joined:
    Feb 10, 2018
    Posts:
    2
    Thank you for your prompt response. I have an animation which does have a transform called "sword_holder". Now i added this transform to my character, at the exact same hierarchy position and with the exact name. Although the transform will not be used during animation. Everything else works flawless.

    EDIT: The head is a mesh filter, not a skinned mesh renderer, thats maybe the reason.
     

    Attached Files:

    Last edited: Dec 31, 2023