EdyJ / blender-to-unity-fbx-exporter

FBX exporter addon for Blender compatible with Unity's coordinate and scaling system.
MIT License
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Spline IK constraint not being exported correctly #14

Closed andreiagmu closed 3 years ago

andreiagmu commented 3 years ago

My character has a tail bone chain. In one of the bones I apply a Spline IK constraint, linked to a Bezier curve. The character armature is exporting correctly to Unity, except for the last bones of her tail. I'm guessing it's an issue with the Spline IK constraint applied to the bone.

Tested with Blender 2.90.1, Unity 2020.2.0b5

I attached the Blender project used in this test: tail-splineIK-issue.zip

The character armature in Blender: (notice the tail) capture_20201015_001459_001_crop

The exported result in Unity: (tail bends weirdly at the end) capture_20201015_001537_003_crop

The bone's Spline IK constraint properties: (the last bone, the tip of the tail, isn't part of the Spline IK chain) capture_20201015_001831_004

andreiagmu commented 3 years ago

The issue was simply an inconsistent bone roll value at the last two bones of the chain. My bad! After I cleared the bone rolls of the tail chain, the export worked as expected. Closing this issue.