Seems like gonna help me too, he-he. Animation exporting became a real hell for me, even after understanding how to model and rig character from zero-skill level. Thanks to you, I.L. : )
If you're struggling, make sure you have the NLA strips you want to export ON (as in checked) before exporting. It might have changed in an update or something but that's what I had to do to get it working. Also great tutorial, it FINALLY WORKS!
you are the first guy who actually shows how to use Non-linear animation tab to store several animations Haven't tried this on my unity project yet, hope it works!
Thank you for this! I finished a long Blender course on Udemy but it didn't go over any of this extremely important info for getting multiple animations Unity-ready, this is a huge help
If you select a curve in the graph editor and hit shift-H you can hide all the others without all the clicking :) Works in a lot of places, like for hiding vertices/edges/faces in edit mode, objects in object mode etc. Alt-H to show them again. Thanks for the vid, always had issues figuring out how to handle the NLA stuff :)
Thank you so much for going into detail on how to use Blender's animation stuff. It was driving me crazy having animations playing when I couldn't see them in what I thought was the editor. Blender is really powerful but it is easily the most unintuitive software I have ever used and that's saying something. I think the length of your video was fine. Sometimes you need to take some time to cover something as complicated as this. It's really important that you went over all the steps in detail because it makes it possible for people to follow along.
Thank you so much for this video. I was literally seaching a way to export all my animations to unity for hours with no success. You just gained a new sub
Hello! Something happened in Blender 4.0 that caused Unity to not read the animation from the FBX files. Unity says: "The rigs of the selected models are not set up to handle animation." Do you know what has changed and what we need to do to be able to import them? Thanks!
I enjoyed it a lot! You helped me with those animations. There are a lot of tutorials but no one tells how to implement all of animations in one file to unity. Thanks a lot!
Thanks for showing me how to properly use the non linear animation editor instead of babbling in circles for 30 minutes like every other tutorial on youtube.
omg thank you so much i watched alot and alot of videos that didint explain well and i had problems where the axis are a mess and my character keep appearing reversed in unity but your video helped me so much
So if I want to animate two different bones to a single NLA track, how do I do that? All that I can find online is that I need to "bake the animation" but whenever I try to do that, it returns "Nothing to bake". I'm about to pull my hair out I beg someone pls hlep
@@ImmersiveLimit thx I'm watching it right now. But I have other question. How do you animate more than 1 armature set? You only did for 1 set in every animation (head rotation, body rotation...) When I try to animate more than 1 armature, the XYZs get screwed up when working with multiple bones...
Quick question: why would you make the forward movement happen in the animation instead of in Unity. Same with the turning. Most animations that I’ve seen are stationery in terms of their movement from point A to point B….
It can be pretty frustrating, I know. I guess my best suggestion is to double check that your export settings are set to include the actions and keep experimenting.
The animations are likely still there. You just need to add them back in manually by clicking the + button under clips in the import animation tab and selecting them from the "source take" list.
Thank you! I decided to rewatch it just now and I had forgotten how to do some of this stuff. Never expected to teach future Adam when I made this series. 🤣
These are great! Thanks a lot for these, I've hit a roadblock and hope you might be able to help. Do you know if it's possible to export Blender's AnimAll vertex "deformation" type animation into Unity somehow?
@@ImmersiveLimit No problem! I ended up using Blender ShapeKeys which becomes a 0-100 BlendShapes field within Skinned Mesh Renderer in unity, it kinda does what I needed for vertex animation..!
One question mate, when I do the second animation for idle it starts playing the walking animation I made before. And It also happens in unity , any help? I would like to both animatios be divided
If it’s just vertices moving, it shouldn’t be any different than a regular animation. If you need some sort of procedural motion, you may need to split the arrayed objects. I’ve never done it though.
@@no-uf6me thank you!!! Also, how do I remove the camera and light from the exported character animation? It said "Children of Prefab existence can not be deleted or moved, and components can not be reordered. You can unpack the Prefab instance to remove its Perefab connection." I mainly asking causing what I exported was an enemy for my game (also animator controller is still possible to use for enemy ai right?).
Figured it out. Somewhat harder to do for a humanoid first since you have to generate an avatar first and then make sure everything lines up. If you expand the fbx in the file explorer in Unity, you can select the anim and just hit Ctrl+D. It'll make a standalone copy.
@@ImmersiveLimit no, I mean, I didn't do that tutorial, I just watched it because I wanted to know where to access action editor, I am saying what I saw in the video
I tried several tutorials and only yours made me export my mesh and animations correctly. Thanks :)
Glad to hear it! I had the same problem, so I knew I had to share my solution when I found it. 🙂
Seems like gonna help me too, he-he. Animation exporting became a real hell for me, even after understanding how to model and rig character from zero-skill level. Thanks to you, I.L. : )
If you're struggling, make sure you have the NLA strips you want to export ON (as in checked) before exporting. It might have changed in an update or something but that's what I had to do to get it working. Also great tutorial, it FINALLY WORKS!
you are the first guy who actually shows how to use Non-linear animation tab to store several animations
Haven't tried this on my unity project yet, hope it works!
Thank you for this! I finished a long Blender course on Udemy but it didn't go over any of this extremely important info for getting multiple animations Unity-ready, this is a huge help
Perfect! Look no further, this is the best tutorial on Blender animations to Unity. Thank you Immersive Limit!
If you select a curve in the graph editor and hit shift-H you can hide all the others without all the clicking :) Works in a lot of places, like for hiding vertices/edges/faces in edit mode, objects in object mode etc. Alt-H to show them again. Thanks for the vid, always had issues figuring out how to handle the NLA stuff :)
Thanks for the tip!
Thank you so much for going into detail on how to use Blender's animation stuff. It was driving me crazy having animations playing when I couldn't see them in what I thought was the editor. Blender is really powerful but it is easily the most unintuitive software I have ever used and that's saying something.
I think the length of your video was fine. Sometimes you need to take some time to cover something as complicated as this. It's really important that you went over all the steps in detail because it makes it possible for people to follow along.
Really appreciate the nice feedback. 😊
This is THE best Blender to Unity tutorial for animation.
Thank you!
Wow, what a well-made tutorial! Really helped me to understand the importing process, thank you for making this!
Thank you so much for this video. I was literally seaching a way to export all my animations to unity for hours with no success. You just gained a new sub
❤️
Hello! Something happened in Blender 4.0 that caused Unity to not read the animation from the FBX files.
Unity says: "The rigs of the selected models are not set up to handle animation."
Do you know what has changed and what we need to do to be able to import them?
Thanks!
I enjoyed it a lot! You helped me with those animations. There are a lot of tutorials but no one tells how to implement all of animations in one file to unity. Thanks a lot!
Thank you very much!!! I was strugglin so hard with this... I watched many tutorials on this topic, but this one actually helped me!
Great job man! Thank you so much for the tutorial. You were very well spoken and easy to understand
Thanks!
this was the only tutorial that helped me, thanks so much!!
Thanks for so much help.! Its fully a clear video...
Great vid, very thorough.
Thanks!
thankss! I wan't able to make more animations on one object, but now I know how :)
Awesome!
Greetings from Mert . Thank you so much for this educated video.
Thanks Mert! 🎉
Pretty good tutorial congratulations
thanks, super helpful
if you click the round circle next to the play head it autokeyframes so you dont need to manually keyframe!
Thanks for showing me how to properly use the non linear animation editor instead of babbling in circles for 30 minutes like every other tutorial on youtube.
Kayla just edits out most of the babbling. 😀
excellent video, very helpful
You Are my hero
omg thank you so much i watched alot and alot of videos that didint explain well and i had problems where the axis are a mess and my character keep appearing reversed in unity but your video helped me so much
thx
So if I want to animate two different bones to a single NLA track, how do I do that? All that I can find online is that I need to "bake the animation" but whenever I try to do that, it returns "Nothing to bake". I'm about to pull my hair out I beg someone pls hlep
did you make a video for continuing this series? About making controller for the penguin to be more specific.
Here's a link to the full playlist: ua-cam.com/play/PLq7npTWbkgVBAtQs4p4iYxlfWrKRkNc6O.html
@@ImmersiveLimit thx I'm watching it right now. But I have other question. How do you animate more than 1 armature set? You only did for 1 set in every animation (head rotation, body rotation...)
When I try to animate more than 1 armature, the XYZs get screwed up when working with multiple bones...
Not sure about that. I’ve never tried multiple before.
@@ImmersiveLimit ah thx for the help
When I try to make a new animation it just overlaps the idle animation and doesnt reset the rig. How do I make two separate animations
What if different animations have different amount of frames?
My blender animation when played in unity, stretches and deforms. Is there a way to fix this?
Quick question: why would you make the forward movement happen in the animation instead of in Unity. Same with the turning. Most animations that I’ve seen are stationery in terms of their movement from point A to point B….
I probably wouldn’t implement it this way again to be honest. I think Root Motion is more useful for non-basic movement.
@@ImmersiveLimit thanks for your quick response… I’m learning as I go and wasn’t sure….
why do i have null reference
How to import IK animations?
My FBX contains the animations but the file doesn't have clips, when I use the .blend importer it only contains one of the actions
It can be pretty frustrating, I know. I guess my best suggestion is to double check that your export settings are set to include the actions and keep experimenting.
@@ImmersiveLimit i have the same problem, but only when i change the rig to humanoid it totaly removes all my animation files. what do i do now?
@@sjoerdev Not sure, I haven't worked with humanoid rigs yet 😕
The animations are likely still there. You just need to add them back in manually by clicking the + button under clips in the import animation tab and selecting them from the "source take" list.
Goddam this is a good tutorial
Thank you! I decided to rewatch it just now and I had forgotten how to do some of this stuff. Never expected to teach future Adam when I made this series. 🤣
My FBX file does not contain all NLA strips / All actions
Bro it's not moving for me I have given the root bone but it's animating but it's not moving brother
When animating, How do you revisit an animation if its already pushed down the stack? I haven't figured it out yet for animations I want to re-edit.
I think you might need to select it, edit it, and re-push it. Not positive.
Niiice
These are great! Thanks a lot for these, I've hit a roadblock and hope you might be able to help. Do you know if it's possible to export Blender's AnimAll vertex "deformation" type animation into Unity somehow?
I’m not familiar with that type of animation, sorry!
@@ImmersiveLimit No problem! I ended up using Blender ShapeKeys which becomes a 0-100 BlendShapes field within Skinned Mesh Renderer in unity, it kinda does what I needed for vertex animation..!
Thank you!!!!!!!!!!!!!!!!!!!!!!!! 추앙합니다.
thank you for video, one question though why cant I get textures when exported as FBX ?
I think it's just a limitation of the .fbx format. blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures
Put the textures into the unity project folder along with the fbx. I think you then drag the texture onto the. Model in the viewport
One question mate, when I do the second animation for idle it starts playing the walking animation I made before. And It also happens in unity , any help? I would like to both animatios be divided
I'm guessing the animation keyframes accidentally got recorded on the same strip, but unfortunately I can't really help too much.
I haven't watched the video yet, but will do next. I am trying to figure out how to export an array animation (e.g. tank tracks). Any help?
If it’s just vertices moving, it shouldn’t be any different than a regular animation. If you need some sort of procedural motion, you may need to split the arrayed objects. I’ve never done it though.
@@ImmersiveLimit Thank you for the reply! It seems complicated enough for a beginner but I'll give it a shot :)
@@ImmersiveLimit Oh actually I am mistaken, the animation works well in blender. Unity has a problem running it
Do all my animations have to end at the same time before exporting, or can I still export my animations that end at different times?
You can export them at different times. I just tried now
@@no-uf6me thank you!!! Also, how do I remove the camera and light from the exported character animation? It said "Children of Prefab existence can not be deleted or moved, and components can not be reordered. You can unpack the Prefab instance to remove its Perefab connection." I mainly asking causing what I exported was an enemy for my game (also animator controller is still possible to use for enemy ai right?).
You can unpack the prefab, remove what you don’t want, and save a new prefab
@@ImmersiveLimit thank you!!! I also appreciated your video tutorial as it was easier for me to follow than others!
are u sure about moving location in the animation ? Is that have to be handled by unity and scripting instead ?
It works if you use root motion in Unity, I believe I show how to do that in this series of videos.
@@ImmersiveLimit I'm not saying that will not work, just that it's way better imo to handle it script side on Unity
How do I export just the .anim or take it out of the .fbx in Unity?
Figured it out. Somewhat harder to do for a humanoid first since you have to generate an avatar first and then make sure everything lines up. If you expand the fbx in the file explorer in Unity, you can select the anim and just hit Ctrl+D. It'll make a standalone copy.
I’m not sure how to reuse animations unfortunately
in idle penguin is turning 19frames left and 40 frames right
Something probably isn’t set up right. You may need to go back and check what’s different from the video.
@@ImmersiveLimit no, I mean, I didn't do that tutorial, I just watched it because I wanted to know where to access action editor, I am saying what I saw in the video
he is turning left 20-40: lets say 20 frames and turning right 0-20 AND 40-60, which is lets say 40 frames
Yeah this is fucking good
Brother its not moving but its animated its just be in a place itself
my graph editor dosent have the handles yours does
Huh. Not sure why
@@ImmersiveLimit I got it fixed by updating my blender. Thank you for the reply.
No shortcuts please
17:35 why you can't rename it from there?
I think that box just searches for existing names
@@ImmersiveLimit You can rename it from there, I tried it, though I used 2.83.