I'm having trouble with Unity's FBX importer and Blender. No matter what I try, including both allowing Unity to automatically convert the .blend file and exporting it manually with various combinations of options, when I try to add the imported asset to my scene, nothing but an apparently empty object appears and I receive the following error message:
!sh->m_AABB.IsValid() UnityEditor.InternalEditorUtility:CalculateSelectionBounds(Boolean) UnityEditor.InternalEditorUtility:CalculateSelectionBounds(Boolean) UnityEditor.Tools:get_handlePosition() UnityEditor.MoveTool:OnGUI() UnityEditor.SceneView:DefaultHandles() UnityEditor.SceneView:OnGUI() System.Reflection.MonoMethod:InternalInvoke(Object, Object[]) System.Reflection.MonoMethod:InternalInvoke(Object, Object[]) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) UnityEditor.HostView:Invoke(String) UnityEditor.DockArea:OnGUI()
[....\Runtime\Camera\UnityScene.cpp line 91]
I would gladly use some other software, as Blender isn't my program of choice to begin with, but Unity seems to be really picky about the FBX format for anything with a skinned mesh and I don't have billions of dollars to spend on something like Maya.