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I'm encountering a strange issue when I export a character rig from Unity as an FBX and then import that FBX into Blender. Below is my original hierarchy and the hierarchy I see after the export-import round trip:

Original Hierarchy (before Unity export)

Avatar_Girl_Pole (Armature) Bips001 (Bone) ... (rest of the bones) New Hierarchy (after exporting from Unity to FBX, then importing to Blender)

Avatar_Girl_Pole (Empty) Bips001 (Armature) ... (rest of the bones) When I inspect the ASCII FBX data, it seems that Unity’s FBX exporter does not include the NodeAttribute information for the top-level armature. As a result, Blender appears to guess or re-anchor the hierarchy, creating an empty object where the armature used to be and placing the armature one level down.

My Questions How can I preserve or correct the armature hierarchy? Is there a way to configure Blender or the FBX import so it interprets the node correctly as an armature rather than an empty? Is there a workflow or script to fix this automatically? I have thousands of Unity humanoid animation clips. I’ve written a plugin to bake these clips into standard animations. Now I want to use Blender to build a retargeting library. Manually reassigning the skeleton structure in Blender for each clip would be impossible. Any known settings or best practices in Unity’s FBX Export to avoid losing the NodeAttribute? If there’s a recommended exporter version or a known fix, please let me know.

enter image description here

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1 Answer 1

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Please verify that the rootBone of your SkinnedMeshRenderer is correctly set to "Bip001".

In Unity, the root bone of a SkinnedMeshRenderer is determined by the bone assigned to its rootBone property. When importing models from Blender, this is not necessarily the top-level bone in the hierarchy—it depends on which bone is set as the root during import or manually assigned in the SkinnedMeshRenderer component.

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