Windows 10 64 bit, NVIDIA GeForce 840M
Short description of error
Whenever I import an animated mesh from Blender, be it using the built-in Unity FBX Importer (importing a .blend file), or the built-in Blender FBX Exporter (importing a .fbx file), the resultant AnimationClips have keyframes defined for all bones, even those that are not being animated. These bones have keyframes associated with their localPosition/localRotation/localScale and are flat linear curves -- they do nothing but hold the bone stationary. Holding bones stationary sometimes breaks animation.
I think there are two settings under Export FBX panel - Key All Bones and Force Start/End Keying but they are not working properly.
Exact steps for others to reproduce the error
- Setup your mesh and armature such that you have an armature named A and it has two bones a and b.
- Create an action named Animate_a and only animate bone a in this action.
- Now create an action named Idle and record only 1 key for all bones in this action(No transition).
- Now export FBX with default settings(FBX 7.4 Binary).
- Open FBX file in Unity. You will notice that the animation Animate_a contains key for all the bones and armature(A,a and b)
- Now repeat step 1 to 3.
- Before exporting FBX, Uncheck option Force Start/End Keying under Export FBX Panel and export.
- Open FBX file in Unity. You will notice that the animation Idle is nowhere to found.