Some of mesh shaking on animation from Blender
I made first person model from Blender. In Blender, everything was fine. But move to Unity and hit play, some of mesh(Bullets in cylinder) are unstable, some of them are not following animation correctly.
Few months ago, I was made another similar animation from Blender and that worked without this kind of issue. Only difference is that previous work, bullets and gun parts are single mesh but this is not, bullets and some of gun parts are seperated and parented. Does this occur this problem? If so, how should I avoid that?
Using Blender 2.78c and Unity 2017.3.0f3. Files downloadable from here:
Video link to explain this issue: https://www.youtube.com/watch?v=nlT1PIhUAHU&feature=youtu.be
.Blend https://drive.google.com/open?id=1kdjvRnyysuspcgtQ89udAucjUe0pBJc3
.FBX https://drive.google.com/open?id=1iOMrHc8aUMw50QhK_vNEKDgZEVCFo3Zx
I thought that it was version problem, so I tested old version which 5.6.x, but still has same problem.
Answer by ModLunar · Mar 13, 2018 at 06:34 PM
Could it be in the FBX export settings in Blender? Maybe Blender when exporting is not sampling your animation enough or something. That was causing a lot of jitter/shaking in my characters' animations. To make it sample the animation more, I changed the Sampling Rate to the max (10.00) under the Animation tab here:
[EDIT: Um this actually presented other issues in my animations.. be careful. I'm going to mess around the export settings more actually..]
I just do that and now it seems jittering issue is quite reduced. However that makes my animation too much smooth and make it weird. It's actually seems worse, because jittering issue is barely can see.
Anyway thanks.
Oh right, I actually went to the Blender developers about this and submit a bug report. They confirmed it is a bug in Blender that they need to fix -- still in progress here: https://developer.blender.org/T54459