Why does my object move to 0 when I play an animation?
I want to start off by explaining that I am following a YouTube tutorial to learn Unity, and the guy who made it has provided the files he uses. I downloaded them, and imported, and have followed his tutorial to a T. I have done a lot of what he says with great success, including multiple other models working perfectly. Where I am in his tutorial he creates an enemy to fight. When he does it, the enemy works perfectly, animating without issue. When I do it, the game object that is the enemy snaps to 0, 0, 0, every time I play any of its animations.
This is the same object with the same animations. His Unity version is 2018.2.6f1, while mine is 2019.4.0f1 if that makes any difference, but what I've found through google implies this is not at all a new issue. Unfortunately, none of the other solutions seem to be possible in my case. What advice I've seen online: 1. Create a blank game object, and attack the enemy to it as a child <--- This seems like it would work, except that I won't be able to follow the tutorial so well. And it's a damn good tutorial, so that's a shame. Also, this doesn't help me understand why his doesn't do the same thing. It's the same model and same animations... 2. Create a root node on the model, then select that node as the root in the import options where you select the type of model (generic, legacy, etc.) <--- This sounds like a great option, except that I don't understand it, really. When I imported my files, it didn't ask me what type of model it was, or even have a popup. I just dragged and dropped from the folder as he did. again, he had no problems, so I don't know how this could be the source of the issue, but is this where I went wrong? Maybe the model already has a root node, and I just need to select it? How do I do that? (By the way, it's important to not that I didn't make this model, so I don't know how to add the root node they're talking about there. It was very little info on that advice site)... 3. Reanimate the model, or delete the first key frames to stop it from resetting position like that <--- I didn't make the model, so I'm not sure how to do this. I am novice level skilled in Blender and 3DS Max, but it's not my model, and I'm not sure which of its parts needs to have its keys deleted. I tried the entire first column just to see, and it didn't change anything. Also, it worked for the guy in the tutorial without editing anything like this. Why doesn't it work for me? I think this may be a possible workaround, but it's not the core problem.
I've seen this issue come up all over the internet going back as far as 2008, and I keep searching thinking I'll find a simple "click this check box that defaulted to off" kind of answer, since this seems like something that could be toggled. But I don't know.
Anyway, please help!
Your answer
Follow this Question
Related Questions
Does changing multiple sprites on a single animation affect performance? 0 Answers
Animations unwanted movement and rotation after updating 0 Answers
Why can't a Timeline key frame contain zero Position values? 2 Answers
how to fade away scene for few seconds 2 Answers
3D max to Unity IK position problem,Unity vs. 3D max - IK position problem 0 Answers