

The upshot is that if you asymmetrically scale an object (as opposed to its vertices) in Blender, then Blender and Unity will come to different conclusions about the normals that should accompany that shape. All Blender did was bake that distortion into the bones. In short, Blender hadn't distorted the mesh at all - I had, right at the start. However, it seems that at some stage in the Blender->FBX->Unity workflow, the ability to cope with asymmetrically scaled normals is lost. This obliged Blender to similarly apply an asymmetric scale to the bones of the armature when parenting the rig to the mesh, in order to preserve its appearance. I tracked down the cause: in the very first edit I had made when sculpting the model (after adding and subdividing a cylinder primitive) I had accidentally scaled the object rather than the vertices to make the shape longer and narrower. I'm only accepting this answer rather than Aster17's because this answer explains what happened in this specific case in more detail. Versions 2.0.1-preview.4, 2.0.1-preview.5, 2.0.1-preview.11, 2.0.2-preview.1, 2.0.3-preview.EDIT: The video posted by Aster17 includes a step correcting for object scale prior to export, along with many other steps, so refer to that for your exporting needs. These package versions might not be safe to use in production with Unity version 2020.1: Documentation location: Version information Experimental or in preview for Unity In particular, this round-trip workflow enables you to export Unity Scenes to FBX files, import them into Autodesk® Maya®, Autodesk® Maya LT™, or Autodesk® 3ds Max® using an artist-friendly interface, export Unity-ready FBX geometry and animation, and safely merge your changes back into those Assets to continue your work in Unity. Nigey, 1 WoodcockCreative Joined: Posts: 45 Looks like there is no difference internally. The Unity FBX Exporter package makes it easy to send geometry and animation to any application that supports the FBX format and send them back to Unity with minimal effort. Advice anyone Is there any other reason to use fbx over blend files As hitting save and tabbing over to the project and seeing the change immediately seems priceless.
