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Question by Graeme P · Dec 02, 2011 at 05:31 PM · rotationimportscale3dsmax

Weird results when importing rotation animations.

Hey,

Just wondering if anyone else gets this problem -

When I import my animated models in from Max with rotation keyed, it messes up the objects location and scale at run-time. Normally making it tiny and well off centre. (model is centred and sized correctly from Max, and appears fine in scene view-ports when not running.

Doesn't happen when I remove the animation, or if I just animate movement, only with rotation.

Any suggestions would be helpfull?

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Answer by dannyskim · Dec 02, 2011 at 08:45 PM

Most likely your model is in it's primitive state when imported from Max, meaning that when the animation is played, it is taking it's imported values from Max and not Unity. In essence, it's taking its location and scale values from the world values inside of Max, and ignoring the ones from Unity because they're exposed and not structured correctly.

You can either try parenting the model to an empty game object inside of unity to try and fix this problem, or you would have to reorganize your hierarchy inside of Max before import into Unity.

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