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Question by Aggressor · Aug 17, 2014 at 07:02 PM · transformmeshfbxanimator controlleroffset

Skinned Mesh (FBX) With Rig Keeps Offsetting On Play

I have a model that Ive set up like below.

The base model is positioned ABOVE the blue line and theres no script telling the objects to move down. It just has a walk animation.

alt text

As soon as I hit plat, it goes down like this

alt text

Can you think of a non-script based reason why this could happen?

If I detach the Animator component it does not move and in the previews my model is always in the middle (its showing a middle pivot). Is there a way to fix this in Unity or is it an export problem?

This is an FBX object by the way.

Thanks

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avatar image tanoshimi · Aug 17, 2014 at 07:08 PM 0
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Looks like your animation clip has a root transform offset. Are you using mecanim?

avatar image Aggressor · Aug 17, 2014 at 09:22 PM 0
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No this was done in 3DS max, The pivot is in the middle it seems. But can I change that in Unity or do I have to redo the model?

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Answer by Cherno · Aug 18, 2014 at 12:53 AM

I'm pretty sure that you have to put the model's pivot at 0,0,0 inside your modeling application for skinned mshes to be exported correctly. So, just to be clear: The object can't just be anwhere in the modeling application's editing space; it needs to be centered at 0,0,0.

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avatar image Aggressor · Aug 18, 2014 at 02:00 AM 0
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So if I want the pivot at his feet, the modeler needs to put the feet at 0,0,0,?

avatar image Cherno · Aug 18, 2014 at 03:18 AM 0
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Well yes, you will probably have the model's pivot between it's feet, so just move the whole model to 0,0,0 and export again.

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