

The animations seem to be completely blank, unless I tick “EnableRootMotion”.


My second problem concerns the animations once they are imported into UE4. This does work, but it feels kinda frustrating, since I’m sure there is a way to get this to work properly. Other than that, I’ve had no luck with different configurations or looking for help with this problem, since tutorials just seem to have it magically working, or simply export every animation separately. The only way I could get it to work is to push all the animations to NLA and export those along with it, but I’ve been told that this would lead to problems down the road. I’ve checked the “All Actions” box and set Fake Users for all the actions, but no avail. fbx into Blender, it also shows only a single animation, so the problem doesn’t seem to lie with UE4. I simply can’t get it to export all actions into the.

Unity always sees everything as keyframe animation that has to be broken down in clips within Unity as far as I know, what is a good way to accomplish getting all these different non-linear animations into Unity? Right now the only thought I have is to simply place all the animations out on a timeline like the legacy animations and then try to access them seperately from a c# code.ĭoes anybody have any tricks or information about using blender NLA with Unity or general insight into the whole animation direction issue I'm facing? Thanks in advance.I’ve spend the last several days unsuccessfully trying to export a rigged and animated mesh with all its animations for use in UE4. I believe the model is propperly rigged up for this and I can get it to work like this from within blender, the problem I'm having now is how to get that to work propperly from within Unity. I recently converted the bird model in my project from a bunch of different pieces animated with legacy keyframe animation in Unity into a single skinned mesh renderer that is all rigged up and I plan on animating using mechanim or at least c# script that can blend different animations together, like for example, instead of having to animate an eye blink in every different head position, I want to be able to blend the eye blink animation with the model so the head position is irrelevant.
