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Question by m3m3x · Jul 01, 2012 at 08:22 PM · animationmeshcontroller

mesh replacement deletes animation

I have been working on this beta map for a long time, and did some modifications to a model/mesh using blender. I had everything figured out, but I needed to recalculate some normals. When I corrected this, and corrected some texturing issues, I re-saved the mesh and overwrote the old mesh. However, when I did this, it didn't apply correctly to the prefab, and now all of my animations are not working. I've tried to relink the idle and walk animations that are shown in the model information, but something is still not working correctly. I've tried to reimport and redo the character controllers, but nothing seems to be working. See below attached images.

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avatar image m3m3x · Jul 01, 2012 at 08:48 PM 0
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BTW, I'm using Blender 2.63a, and unity 3.5, and something tells me that the compatibility for these two isn't up to date, and that one of my problems is that I'm trying to export the .blend file in a version that unity does not support at the moment....

avatar image Piflik · Jul 01, 2012 at 08:50 PM 0
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Did you rename the object in Blender before you overwrote the file?

avatar image m3m3x · Jul 01, 2012 at 08:52 PM 0
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i saved two separate versions, one located in folder that is not the Assets folder if that is what you mean....

avatar image Piflik · Jul 01, 2012 at 09:00 PM 0
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No, I mean inside Blender. Unity adopts the mesh's name and if it is different, prefabs don't recognize it.

avatar image m3m3x · Jul 01, 2012 at 09:02 PM 0
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Since posting this, I've replaced the prefab multiple times, and replaced the animation variable many times to point to the correct model within the assets in unity, which hasn't helped at all

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