Blender to Unity Armature Export Issue #91967
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Reference: blender/blender-addons#91967
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When exporting an armature to Unity using FBX export the transform data for Child bones is exported incorrectly.
As you can see from this image transform position data is showing some strange result - numbers followed by the letter e-(number) In reality any value ending in e-(number) is actually zero. I've tried every method possible to export to FBX and no matter what I try I still get these weird values in Unity? Myself and several other Unity uses all have the same issue with different armatures, so we think it must be somethign to do with Blender export settings? For now we are zero'uing out thsoe valules so not to confuse other colleagues.
Any hep would be greatly appreciated.
Simon
Added subscriber: @MajorThurman
To be clear when you change those values with the e-(number) to zero in unity, nothing happens to the model at all, it doesnt move.
Added subscriber: @PratikPB2123
Thanks for the report. Can you please provide sample .fbx file?
Changed status from 'Needs Triage' to: 'Needs User Info'
RightHand.fbx
FBX example attached. Import into Unity and check out the finger bone position/rotation values.
Let me know if you need anything else.
Cheers
Si
Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'
Hi, I think this is a known issue with child objects: #68575 (FBX Known issues & TODO's)