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Animations imported from blender look strange...
I have been working on the gun and arms for an FPS game. The hands are parented to the armature with automatic weights, and everything else is parented to a bone. Everything looks great in Blender, but it looks weird in Unity. The parts that look weird are all of the objects that are parented to the bones directly. What should I do to fix this?
Blender: http://i.imgur.com/zkA61qf.png
Unity: http://i.imgur.com/2djz4Ho.png
(I can't really figure out how to post the pictures directly)
Did you export this to a file type such as .fbx ? If so then try importing the .blend file direct and see if that helps at all...
I was using .fbx, so I tried switching to .blend but it didn't make any difference.
.blend just gets converted to FBX anyway, as far as I know.
In Blender, Apply LOC ROT SCALE of the objects before you export.
Well the problem with that is I still want to be able to animate the arms, such as reloading the gun. Is this going to mess that up?
Erm, no? All it does it reset the Zero positions of the objects $$anonymous$$aking Location and Rotation 0 and Scale 1
Answer by blueLED · Dec 15, 2014 at 02:12 AM
Try selecting each of your objects in blender and going to Object->Apply->Location, and also Rotation/Scale.