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Question by mohnishkodnani · Jun 08, 2017 at 06:18 AM · rotationblenderblender-exportingblender animation

unity blender with armature set in blender

Hi, I am creating a very simple animation in blender of opening the box flaps and following the link here. https://www.youtube.com/watch?v=qh2fhnQlJqU I started to save the blender file under the asset folder in unity. So, I could see the effect of the changes in unity. Everything was fine, and the box in blender and unity looked the same. However, as soon as I reach the step where we are animating the box and setting default position for frame 1 and close the top lid at minute 15:30 in the video and then I actually save the box to see how it looks and the box becomes sort of disformed . If i open the flap again to default then it looks correct again, any sort of rotation of the flap disfigures it in unity. The roation is around x axis. Any pointers or help of what i am doing incorrect in this case.

thanks. Mohnish

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avatar image mohnishkodnani · Jun 08, 2017 at 11:06 PM 0
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I tried to use the blender add-on to fix rotation that i read in some other threads, it became worse after that.

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Answer by mohnishkodnani · Jun 12, 2017 at 09:11 AM

Turns out that when I was importing I had a box with 3 flaps and to open the box I had put a bone on each flap. But unity was complaining that other vertices in the box were not applied to any bone and hence will default to bone 0 and hence the box looked all distorted. As soon as I created a fake bone in blender and associated the vertices to it all seemed to work fine. I guess unity requires all vertices to be associated with a bone.

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Answer by FlammusLucis · Jun 12, 2017 at 08:07 AM

From your description it sounds like you are having problems with your weighting. Weighting is essentially what points are attached to what bones, the guy in your tutorial goes over it about 13:10.

I hope that helps.

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