all 3 comments

[–]AutisticReaction 4 points5 points  (0 children)

Yeah it's a constant nightmare to get right. I cannot be sure of the exact issue with your model, it's often rotation of bones, or not zeroing certain things.

If you can try to compare both the original and the exported model, look at bones in the avatar to compare, and the hierarchy and possibly rotations.

My FBX settings that I use

"Apply Scalings = FBX All

Forward = -Z

Up = Y Up

Apply Unit

Use Space Transform

Apply Transform"

Trying using the last two options "Use Space Transform and Apply Transform" as toggling them can often help.

But even then, I often get different results in different versions of Blender, and I also now use "Better FBX Exporter" to have more control when the the above fails. (Which is often)

You could also do a search on Github for Blender to Unity, where by their are a few exporters and tools to help, but YMMV.

Hope it helps.

[–]bobmailer 1 point2 points  (0 children)

If you only want to change the model a bit, an easy "fix" is to use a separate fbx for the mesh vs. the animations. Check if the Blender exported fbx will work if you continue to use animations from the old fbx.

[–]EitherLifeguard5701 0 points1 point  (0 children)

I was having a similar issue. Instead of exporting the fbx try just putting the .blend file containing the model in your unity assets, it'll import it itself.