Blender Exporter for Unity
Humanoid clips store Mecanim muscle curves, not bone Transforms. ... Blender 5.2 and newer: File → Import → FBX Blender 4.5: File → Import → FBX (experimental)
by JulioAS
Price History +
• Bake Humanoid (and Generic/Legacy) clips onto bone Transforms
• Export several clips at once from the Animator Controller and/or a manual clip list
• Optional one FBX per clip (Name@Clip.fbx)
• Clone-based export — original prefab and scene object stay untouched
• Blendshape / morph animation
• Apply root motion (character travels with the clip)
• Blender Z-up fix (−90° on X)
• Inactive skinned meshes can be activated for a correct deformer
• Auto-installs Unity FBX Exporter from the Unity Registry
• Unity 2021.3 through Unity 6
Unity to Blender Exporter sends selected GameObjects from Unity to FBX with real bone animation — including Humanoid clips, which the stock FBX exporter usually drops.
Humanoid clips store Mecanim muscle curves, not bone Transforms. This tool samples each clip onto the skeleton, then writes Transform animation that FBX and Blender can play.
Export always runs on a temporary clone. The original scene object and prefab are never modified.
Use clips from the Animator Controller, drag extra AnimationClips by hand, or both. Humanoid bake still works with an empty Controller as long as the Animator has an Avatar. Optional one file per clip (Name@Clip.fbx), blendshapes, root motion, and a Blender Z-up fix.
On import, the asset installs Unity’s FBX Exporter (com.unity.formats.fbx) from the Package Manager automatically.
Requires Unity 2021.3 or newer, including Unity 6. Works in Built-in, URP, and HDRP — this is an Editor tool, not a render-pipeline asset.
Blender import:
• Blender 5.2 and newer: File → Import → FBX
• Blender 4.5: File → Import → FBX (experimental)