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Question by superdudeman · Mar 08, 2015 at 07:50 PM · animationanimatorblenderbonearmature

Blender animation problem with armature

Why is it that sometimes with imported armature animation from Blender, everything looks like its moving fine, but when you select the individual objects in the editor, you can see that they aren't? See example animation below to see what I mean.

The highlighted "sword" in this animation is not a collider, it's the transform itself. If I do apply a collider to it, it's the invisible, highlighted part that it acts on, not the what's actually seen in the animation.

This doesn't always happen. Other times everything works just fine and the transforms move along as it appears on screen. It seems completely random to me.

Anyone knows if I'm missing something in Blender?

EDIT: This doesn't seem to happen when I export as .fbx. Maybe it's a bug then?

alt text

animation.gif (88.9 kB)
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Answer by gkepets · Mar 09, 2015 at 12:14 AM

In blender, separate the sword from the arm. Then reexport into unity (it automatically adjusts) and make an empty game object in the sword with a collider in it.

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avatar image superdudeman · Mar 09, 2015 at 07:56 PM 0
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It's already separate, and putting a empty gameobject still just places it at that stationary position at the bottom :(

Well it works better with .fbx export, but now I have other problems with that, of course...

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