

In the 3D view, you can press Shift + G to select all of its children, and then re-select the parent empty object again. Select the parent empty object I created called "Castle Knight". These results have been observed when importing that FBX file into Unity (Unity 5.x, 2017.x, and 2018.1's beta versions all alike), even when all animation curve re-sampling and compression has been turned off.Įxact steps for others to reproduce the error The exported data, however, looks almost as if it was an audio signal with noise - there are somewhat "random" little peaks and crevices that cause terrible jittering in my character (most notably in their arms and legs) when I export my character to an FBX file and turn on "Bake Animation" (so the FBX file has the animation with it). In Blender, the position and rotation curves, using Bezier interpolation work great and are smooth as expected. When exporting animations containing position and rotation animated data on armatures I prepared to map nicely to Unity's standard Mecanim Humanoid, the exported animation data does not really reflect the animation curves properly in Blender. Specifically, broken currently using Blender v2.79a (Date 10:41) Total Available Graphics Memory: 16302 MBīroken since I started using Blender (roughly v2.77) Processor: Intel(R) Core(TM) i7-6850K CPU 3.60GHz
