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Won't Fix
Votes
1
Found in
2019.3.0a12
2019.3.0b4
2020.1.0a1
Issue ID
1186253
Regression
Yes
Using multiple animation clips in Blender not all Animation clips are imported using a .blend file
To reproduce:
1. Create a new project
2. Import attached "28blender.blend" file
3. In Editor select the "28blender.blend" file
4. In Inspector window select Animation tab
5. Observe animation Clips list
Expected: all animation clips are imported
Actual: only one animation clip can be seen named "Scene"
Reproduced on:
2019.3.0a12 2020.1.0a1 2020.1.0a5
Not reproduced on:
2018.4.10f1 2019.2.7f2 2019.3.0a11
Notes:
- On 2017.4.32f1 getting an error in the console: "Blender could not convert the .blend file to FBX file."
- Exporting as .fbx file keeps all the animation clips
- Reproduces using Blender 2.79 and 2.8
Comments (21)
-
zackblack
Jan 29, 2020 21:55
I'm hoping this issue can be revisited, because it's quite absurd to bury this breaking setting in a hidden text file. Why isn't this just a simple checkbox for each .blend asset?
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Resolution Note (2020.1.X):
The issue is caused by the 'export all actions' setting set to false in the blender-to-FBX conversion script. This was done to fix the case 1117999 but causes an issue with this particular rig/animation setup. Reverting the change made earlier fixes the issue. We won't fix this because it's basically a matter of preference, this setting should be turned on or of depending on the imported file content. There's two easy workarounds :
1) Export to FBX with the 'export all actions' setting turned on. Exporting to .FBX is recommended over direct .blend import in the documentation for this reason but also because of collaborative workflow issues.
2) Go to the Unity installation folder and locate the Unity-BlenderToFBX.py file in Data/Tools/,
replace line 43 by bake_anim_use_all_actions=True
Blender file import actually just runs Blender in background and exports the file to FBX then imports it. The FBX exports settings can be changed in this file.