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For custom pose to work in Unity, have to export the model in a very specific way #15

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andreiagmu opened this issue Oct 15, 2020 · 4 comments
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@andreiagmu
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andreiagmu commented Oct 15, 2020

Just adding a weird behavior that I noticed, tested with the same model from issue #14.

For the tail bones to appear with a custom pose in Unity, I have to export the model in Blender in a very specific way:
It seems I have to FIRST select the armature, THEN the 3D object, then export (using any export options).

That was the only way that worked, for the tail bones to be positioned correctly in Unity, with the custom curved pose.
Else (like if I selected the 3D object first, then the armature), the tail appears in a different pose, the "default pose" of the tail bones.

I don't know if that's intended, or if it's a bug with the exporter.

@andreiagmu
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Results in Unity:

In Blender I selected the armature first, then the 3D object, then exported.
capture_20201015_021259_001

In Blender I selected the 3D object first, then the armature, then exported.
capture_20201015_021406_002

@EdyJ
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EdyJ commented Oct 15, 2020

Thank you for reporting! Is this problem reproducible with the file you've already sent in #14?

@EdyJ
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EdyJ commented Oct 15, 2020

Oh, sorry, I've just re-read the issue and noticed it is :) Thanks, I'll test it.

@EdyJ EdyJ added the bug Something isn't working label Oct 15, 2020
@EdyJ EdyJ self-assigned this Oct 15, 2020
@EdyJ
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EdyJ commented Sep 6, 2023

The issue happens depending on the object that remains highlighted in the Outline when the Unity FBX Exporter is invoked. "Highlighted" is represented by a rounded gray background in the object's icon. It's different from object selection.

  • "Body": correct
  • Any object except "Body": incorrect
  • No object (i.e. after deleting the highlighted object): correct

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