Model not in T-Pose When Imported to Unity

Updated on July 27, 2018 in Unity
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4 on January 7, 2016

I been having this problem for a couple of hours now, but when I import my model from Blender into Unity, instead of its T-Pose, my character is in her jumping pose for some strange reason and its difficult for me to fix this. If anyone knows a way to fix this, I’d be very grateful because its been driving my crazy.

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1 on January 7, 2016

How are you importing it? The easiest way I found is that you find the blender file and then drag it straight into your unity assets folder then it should be in the exact position you last saved the blender file.

on January 7, 2016

I’m importing it as an FBX file, for some strange reason, I cant export it as an Blender file, Unity dosent even recognize it.

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0 on January 8, 2016

Find the .blend file you saved it as and drag and drop it straight into unity assets folder

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0 on July 27, 2018

Hi, I realize this is probably too late but for anyone who finds this thread, when exporting to unity you need to make sure the start and end numbers in blender are set to 1 and your last frame of your last animation. If you have it set to the first and last frame of a specific animation which i assume is what happened to slickygrease, unity will ignore all other frames including your t-pose.

Hope that helps 🙂

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