
I recognize that "Apply Transform" is experimental, but this would go a long way toward bringing it out of that phase. I'm well aware that you can simply use the FBX Exporter in Unity to do this, however I thought I'd share the settings I've been using to successfully get models from Blender to Unity as I know many people have problems with this. The objects selected are titled "Carriage Frame" and "Frame.Mobile.00.Armature". **Exact steps for others to reproduce the error** I recognize that "Apply Transform" is experimental, but this would go a long way toward bringing it out of that phase. To be complete, my selections on the "Export FBX" dialog include "Selected Objects" (with the mesh and armature selected), Z Forward, Apply Transform, Apply Modifiers, and Bake Animation (though there is no animation to speak of, this was the default). This can be worked around, but not effectively corrected after the fact, to my knowledge. This is a problem down the production line, as any modular attachment to these bones must be scaled down by a hundred, or the result will be enormous meshes breaking the scene. The mesh itself will be the correct size, and all transforms of the armature bones will work but the armature itself will be scaled to 100. Simply export a mesh, and its associated armature, to FBX with "Apply Transforms" checked, and open in Unity (or presumably any other FBX-compatible software).


When exporting an FBX to Unity, with "Apply Transform (experimental)" checked, the scale of meshes is accurately exported however, animated armatures remain at a scale of 100.Įxact steps for others to reproduce the error
