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Why does Unity rotate my bones around their centers?
I've got a series of turrets that I wish to animate via bones. As mechanical constructs, these turrets have moving parts that only rotate on a fixed axis and around a specific point, so I carefully placed each bone at the desired center of rotation:
Testing the bones in Blender, everything behaves perfectly: the turret can rotate on its base, its weapon arms on their anchors and the gun barrels around their centers.
If I now import this model into Unity, it is put together correctly, but the center of rotation for the bones changes:
Each bone seems to rotate around its own center. In the image above, I tried to lower the right weapon arm, but instead of it rotating around its intended joint, the entire arm rotated in place.
What am I doing wrong?
Answer by DaveA · Mar 13, 2012 at 11:02 PM
In the upper left portion of the Editor window, just to the right of the 'move/rotate/scale' buttons, is the word 'Center' on a button. Click it. Changes to 'Pivot' Now try.
Thanks! I noticed in the meantime that the pivot is correct if I animate the model via code, switching to 'Pivot' as you explained now also allows me to do a quick sanity check after importing models :)
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