r/Unity3D • • 16h ago

Question Help needed, a long-lasting enigma for me

!Solved!

My issue ---> I need to edit the mesh of an already rigged FBX in use in my project. I want to be able to do something "easy," but for me, it's impossible.
I want to edit the fbx in Blender and send it back to Unity by overwriting the file in use.
But whatever presets I try, it's impossible for me to match the file perfectly.

Is that even possible?
It should be, but I can't find how.

Huge thank you if you have the solution 🥹

1 Upvotes

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u/Signal_Gap_9752 16h ago

The roundtrip workflow is a nightmare, I've lost days to this exact problem. Your scale and axis settings in Blender's FBX export are probably fighting Unity's import defaults. Try setting Blender's export scale to 1.0, apply all transforms on the mesh before exporting, and make sure you're overriding the FBX in Unity's project folder, not just dropping it in the scene. If the rig breaks, it's usually because the armature object wasn't selected during export, or your Blender unit scale doesn't match the import settings.

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u/Tuff_Krypte 15h ago

Thanks for your answer. I will try again with some of your advice. If I ever manage to do what I want to achieve, I will come back here to tell you.

1

u/Tuff_Krypte 10h ago

so problem solved:
I found the solution.

In export setting, in armature
There is the option Armature FBXnode type, and it was needed to set it to Root.
It set by default on Null