-1

Hi this is a frame in my animation in blender blender's animation frame

but when I export it in .fbx it looks like this in Unity

Unity's animation frame

Why does this happen? Do I mess up with blender's export parameters?

EDIT: I am new to Blender and Unity so please don't be rude :) These are the files: file .blend and .fbx

  • Difficult to say. With only the screenshots it's hard to judge what may cause the issue. We definitely need more information. Can you upload the `.blend` file, the `.fbx` generated and maybe a sekeleton Unity project for attempts of recreation? – datenwolf Oct 26 '20 at 09:19
  • Ok, edited. In unity I just drag and drop the fbx inside – Asturde Gattowald Oct 26 '20 at 09:33

1 Answers1

0

I think you should change quality setting in your skinned mesh renderer or/and Blend Weights in Project settings

Unity for performance reasons keep amount of bones affecting vertices as low as possible. Default values are AFAIR 1. The best scenario is that every vertex is affected by only one bone, and you should try achieve this in blender. But If you need more bones per vertex you should increase Unity settings accordingly.

szczur0
  • 231
  • 1
  • 5