iam a little baffled because i don’t find a proper solution for my problem. Actually i have a blender(2.79) project with one object in it. It is a head with some shape keys. Those shape keys are animated and stored inside the Dope Sheet/Shape Key Editor. If i export the head to fbx and import it to unity (2018.1), unity simply does not find the animations (even with all export options regarding animation turned on). What i have tried so far:
Import in Unity as *.blend instead of *.fbx -> Show 1 Default animation - 250 frames long (like defined in blender-timeline) but no animation visible at all. So this failed
Push each action down on the nla stack as a new strip -> unity does not find them too.
Create a Action (in the action editor) for each Shape Key animation with one keyframe set at the beginning and one at the end of the animation. -> Works but puts the same animation into every Action regarding which animation is currently the active one in the Shape Key Editor.
The last possible solution i see (and will try in a few minutes) is to copy each key ShapeKey Animation by hand onto one ShapeKey animation which holds every animations. Then i proceeed like in Number 3. (See above). I hopefully can slice the animation into seperate parts inside of Unity … just ridiculous.
I can’t believe there is no obvious way to export multiple shape key animations from blender to unity … I hope iam overlooing something and someone can help me with this…