I did this and it kind of worked. Children of objects wouldn't rotate correctly as before the fix. After hours I found a solution. If anyone has this issue and can't fix it, try to do the following: - You do not need to rotate and apply rotation like in the video at all for this to work - Export from Blender with the settings under Transform: FBX Units Scale, define up and forward axis in blender, Apply Units ON, Apply Transform OFF - When you import the model into Unity, go to the models import settings by clicking on the asset, then turn "Bake Axis Conversion" ON - This solved all the axis problems I had Note: I did apply scale to all objects as it caused the children object to stretch when rotated in Unity. Do it if you need to. Note: My model had many parts and used parent and children objects, follow the video if this isn't your case. Hope I helped someone! Like so people can see, lets spare a couple of hours!
Thank you! The "Bake Axis Conversion" option is EXACTLY what I was looking for. I am using Blender and since the Axis's differ from Blender to Unity I was having trouble. This worked perfectly. 👍
Thanks for your explanation, it helped me with the rotation issues i had with my spaceship models everytime i imported them into unity. Much appreciated! Keep up the good work.
This helped me so much, had been struggling with wonky rotations in the animator for hours on a simple windmill I was just trying to rotate in Unity. Thank you!!
Sometime a solution to the problem is just to be extra careful what you do when selecting everything. My problem was that I selected everything in Object Mode to use it in Edit mode, that way moved Verts and/or bones when I made Subdivision and Smoothing. So selecting only the mesh in Edit mode only was the solution with distorted animations in Unity.
Almost works but not quite. If your mesh's forward is pointing along the positive Y axis, you need to also switch -Z forward to positive Z forward along with using the experimental option.
I'm having an issue with scale on my models. Assuming the default Unity cube is 1m x 1m x 1m, when I export to FBX and bring the model into Blender the scale is 10x the size I modeled them at. I've applied rotation and scale before exporting. Any idea on what I might be missing when importing?
the other issue for me is that scale on X or Z is 0.99999 and it is completely random. This trick doesnt work if you want to have model with different pivot. Blender can't export FBX properly it seems.
I tried both methods :/ and it does not work... my avatar is facing the right way but when I apply same rotations for my "Tail Bone" from same model before doing some changes in Blender the Rotation is still twisted over 180" ;/ ... and nothing changing that T_T.. good vid tho.. learned something new thank You
This happens when Unity AND Blender try to be super smart, and make such a simple transformation complicated. Instead of Blender simply giving a list of transformation-options to apply on export, export from the XYZ space to XZY space and unity using the FBX directly, without trying to make smart adjustments.
Hey great video. Im in a mess, maybe you can help me: I have an animation done in Blender, no rig, just keyframes (A lot of them) an with several objects. Is there a way to export all without having to chance every location/rotation/ en every keyframe?
Hello! I’m a bit late, but I have an annoying problem. My model’s armature is HUGE. As in it hides the entire model itself. They overlap and I can’t tell what it’s moving.
@@ImmersiveLimit scale is fine, but rotation is still an issue. Maybe if I'd change something in the Blender project settings itself then it would work.
I usually export individual objects separately. I’m not sure how you’d do an animated robot aside from merging the objects together and making the separate pieces all link to individual bones. My advice is to experiment with a really simple test like two pieces and see if that works before wasting a bunch of time on a method that won’t work.
@@ImmersiveLimit I did test every step and somewhere in the rig animation part it all went wrong. What I did is the example you show, it messed up all locations and I had to place all objects new after the 90 degree part. Its working now
Hey Rathod, I believe the only way to use a Blender-made texture in Unity is to save it as an image file from Blender, then import the texture to Unity, then use that texture in a new Unity material. Exporting UVs from Blender should happen automatically.
It is unbelieveably ABYSSMALLY poor on Unity's side that a simple task as pivot points and export-import feels like such a workaround. This is just terrible service.
My goodness, this needs to be seen early on by any beginners to avoid as many headaches as possible. Thank you!!! 🐧🐧🐧
Totally! had so many issues with this, but then I found this awesome video!
I did this and it kind of worked. Children of objects wouldn't rotate correctly as before the fix. After hours I found a solution. If anyone has this issue and can't fix it, try to do the following:
- You do not need to rotate and apply rotation like in the video at all for this to work
- Export from Blender with the settings under Transform: FBX Units Scale, define up and forward axis in blender, Apply Units ON, Apply Transform OFF
- When you import the model into Unity, go to the models import settings by clicking on the asset, then turn "Bake Axis Conversion" ON
- This solved all the axis problems I had
Note: I did apply scale to all objects as it caused the children object to stretch when rotated in Unity. Do it if you need to.
Note: My model had many parts and used parent and children objects, follow the video if this isn't your case.
Hope I helped someone!
Like so people can see, lets spare a couple of hours!
Thanks for the contribution!
That 'Bake Axis Conversion' is key, thanks. Just as a note, this can be applied without re-importing by right-click -> properties on the asset.
bake axis conversion in unity is the key step
Thank you! The "Bake Axis Conversion" option is EXACTLY what I was looking for. I am using Blender and since the Axis's differ from Blender to Unity I was having trouble. This worked perfectly. 👍
I think this was the only video I found that explain correctly how to fix these things, thanks
That penguin is one of the most beautiful things ever laid eyes upon
🤣
Bro I came across this after looking for soo long.. I appreciate you, you genius being... Thanks
God... damn...
Instant sub, respect, praise, worship, and glory to you kind sir!
Hahaha! Thank you!
Thanks, this video saved me from craziness
This is a fantastic little series, thank you :) It deserves many more views.
Thanks, glad you found it helpful! 🙂
Thanks the guy later,can we appreciate how cute the penguin looks
Thanks! I spent a long time trying to figure this out and yet I couldn't.
Appreciate the help.
Thanks for your explanation, it helped me with the rotation issues i had with my spaceship models everytime i imported them into unity. Much appreciated! Keep up the good work.
You’re welcome!
This helped me so much, had been struggling with wonky rotations in the animator for hours on a simple windmill I was just trying to rotate in Unity. Thank you!!
I really appreciate this series of tutorials. You've cleared up all the little snags that keep me from working on my projects, thank you!
You have no idea how much you helped me
Thank you so mutch! I wish this was made clearer! I had a lot of issues with this, thanks for the help!
Thank you a loooot. i spend some hours........(maybe to many) trying to fix that. And i found this vid. Thanks :D
You’re welcome! Thanks for letting me know, I’m glad it helped. 🙂
Thank you! This is helpful! Been a few years since I worked with Unity, and never with Blender... (imo 2.8 rocks!)
Glad it was helpful! Both Unity and Blender keep getting better.
man thats wonky as hell I was wondering what was happening. Thank you for this video you're a life saver.
Your video returns sanity to my life thankyou real much.
Sometime a solution to the problem is just to be extra careful what you do when selecting everything. My problem was that I selected everything in Object Mode to use it in Edit mode, that way moved Verts and/or bones when I made Subdivision and Smoothing. So selecting only the mesh in Edit mode only was the solution with distorted animations in Unity.
I used this to import an FBX into Outfit Studio, for Skyrim. ;)
how does this work for armature meshes? i can not get it to work...
I really have no words to say Thank You! You are really a life saviour.......Many Thanksssss ❤
Thank you ! It took me a whole day to test and fix this :(
This saved a lot of time, thank you.
You are a life saver. Thank you.
this one worked properly
Imagine how many lifes could be saved with this videos, late for mine xD
For anyone wondering it still works in blender 2.9
I guess we can change the name of the video!
thanks that helped a lot
In Blender 2.9, when exporting to .FBX, the option to select is "Apply Transform"
Amazing, I was about to go nuts over this. Why the heck would Blender do these transformations without telling me?
Almost works but not quite. If your mesh's forward is pointing along the positive Y axis, you need to also switch -Z forward to positive Z forward along with using the experimental option.
It definitely takes some experimentation to get perfect. I’m not sure why there isn’t a better standard.
This is very helpful, it solved my problem. Thanks
I'm having an issue with scale on my models. Assuming the default Unity cube is 1m x 1m x 1m, when I export to FBX and bring the model into Blender the scale is 10x the size I modeled them at. I've applied rotation and scale before exporting. Any idea on what I might be missing when importing?
Im having the same issue and looking for solutions, let me know if you find any!
This really fix my issue, thanks!
Thank you very much!
The second method worked perfect for my (rigged and animated) object.
Nice penguin ;)
You’re welcome!
the other issue for me is that scale on X or Z is 0.99999 and it is completely random. This trick doesnt work if you want to have model with different pivot. Blender can't export FBX properly it seems.
Thank you, what was really driving me off was that it didnt rotate 90 degrees it rotated 89.98
My guy I love you my guy. You solved my problem.
Amazing video! Thanks for the help!
How could i fix the issue with an animated model?
umm...I got one problem... Why the rotation of bones in Unity is not zero?
Finally, thank you so much!
Thank you so much, this was extremely helpful! ❤️
Thanks you so much, you save my life
Thank you helped me a lot
Thank you!
U saved my day
When i export it a part from it disappears
I tried both methods :/ and it does not work... my avatar is facing the right way but when I apply same rotations for my "Tail Bone" from same model before doing some changes in Blender the Rotation is still twisted over 180" ;/ ... and nothing changing that T_T.. good vid tho.. learned something new thank You
Thanks you! Awesome video!
This happens when Unity AND Blender try to be super smart, and make such a simple transformation complicated. Instead of Blender simply giving a list of transformation-options to apply on export, export from the XYZ space to XZY space and unity using the FBX directly, without trying to make smart adjustments.
You're the king
What if you have a hundred million objects or don't want to alter the blend file. Can't you just flip the axis in the export* options?
I was never able to get that to work the way I wanted. Let me know if you figure it out.
Hey great video. Im in a mess, maybe you can help me: I have an animation done in Blender, no rig, just keyframes (A lot of them) an with several objects. Is there a way to export all without having to chance every location/rotation/ en every keyframe?
Hello! I’m a bit late, but I have an annoying problem.
My model’s armature is HUGE. As in it hides the entire model itself. They overlap and I can’t tell what it’s moving.
It’s possible to change the bone size in the armature properties
Thanks a lot man.
Great video. best and simplest explanation of importing to Unity I have come across. Thanks.
BRUHHHHH! Thank you for this!
Thank you, you save me a lot of time!
That's a great very helpful trick. Thank you so much.
works well
Why we still have to do this . WHY Blender does not fixt it anyway ??
So the experimental method has been removed now?
Apply Transform is still there in v3.0.0, it still has the warning message too
Is this not a glitch or outright "bug" in Blender? I don't get it.. because this phenomenon just started happening to me from Blender to Unity.
It’s been a problem as long for a long time
Is there maybe a way to do this without exporting to FBX? I like the feature where whenever I save my blender project it updates in Unity.
I haven’t tried that, but it might work to just save the blend file and open that in Unity.
@@ImmersiveLimit scale is fine, but rotation is still an issue. Maybe if I'd change something in the Blender project settings itself then it would work.
What if i have a lot of objects or even animations from a rig? I spend hours making a robot and animations and its useless for unity :(
I usually export individual objects separately. I’m not sure how you’d do an animated robot aside from merging the objects together and making the separate pieces all link to individual bones. My advice is to experiment with a really simple test like two pieces and see if that works before wasting a bunch of time on a method that won’t work.
@@ImmersiveLimit I did test every step and somewhere in the rig animation part it all went wrong. What I did is the example you show, it messed up all locations and I had to place all objects new after the 90 degree part. Its working now
thank you soooooooooooooo much ;D
Doing n°1 breaks parentage and n°2 turns my (-89.98, 0, 0) rotation into (0, -90, 90) rotations.
God damnit.
how to use uv texcher image in unity created in blender 2.8
issue is texcher image is not proper maping in unity but blender 2.8 is working good
Hey Rathod, I believe the only way to use a Blender-made texture in Unity is to save it as an image file from Blender, then import the texture to Unity, then use that texture in a new Unity material.
Exporting UVs from Blender should happen automatically.
@@ImmersiveLimit i use this method but texcher image is not working properly
issue is X,Y,Z axis are changing so texcher is rotated
@@rathodketan5551 You may need to rotate the orientation of your UV coordinates in the Blender UV editor. Have you tried that?
My character becomes giant only when I play the animation
I would bet that the scale is included in your animation keyframe
why does this has to be so complex
FBX is an Autodesk format and they do not seem to have prioritized interoperability with Blender, which is a direct competitor
thaankkkkkkss ... 0_o
It is unbelieveably ABYSSMALLY poor on Unity's side that a simple task as pivot points and export-import feels like such a workaround. This is just terrible service.
tyyyyy :'(((((((((((((((((((((((((((
I dont understand why they dont fix that error. It's so stupid xdd
Blender to Unity Sucks
u should have done with rigs , not helpful for me
Pretty sure I did. ua-cam.com/video/ibNZbPW2by4/v-deo.html