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Unity animator with blender bones causes gimbal lock.
I have made a model with blender and imported it to unity and started making animations for it but when I rotate one bone along one axis it turns on another part way through then moves back as it finishes the rotation, which reminds me of how a gimbal lock problem usually looks. I have tried changing interpolation to quaternions but this does not fix it, or change anything.
The bone by default out of blender has a rotation of 0,0,47 In blender I cannot seem to change the rotation to 0,0,0 In the animator when I add a rotation property in has xyz under it when it should have wxyz (when the interpolation is set to quaternion) ? I have tried for a long time to fix this, I have searched on the net for it but cannot find an answer.
I appreciate any help on this.
Answer by SoxwareInteractive · Jul 16, 2016 at 06:49 AM
@nutmmm I have the same problem. Models imported from Blender and then trying to animate them in Unity (using Skele: https://www.assetstore.unity3d.com/en/#!/content/16899) gives me the same behaviour as you described. The reason is that some bones and/or the whole armature is in a gimbal lock after importing the model into unity.
I also wrote a bug report about the quaternion interpolation mode not fixing this issue. The QA employee has checked that with the developer and they told me that this is by design (if you create the animation in the animation window). The quaternion interpolation mode should work correctly if you import the animation and not create it in Unity though.