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When I press play, all my static fbx meshes relocate to random locations... any ideas why?
I have set up a static scene. Originally, I set it up with obj placeholder meshes, and when I pressed play, everything functioned as normal. However, I have been replacing the obj meshes with fbx meshes, and also adding additional fbx meshes, and when I press play, the entire scene explodes, sending fbx meshes to random locations. At first, I found a workaround - I could reimport all my fbx meshes every time before pressing play, and this solved the problem. However, even this no longer works. Any ideas?
I have discovered a couple fbx meshes that do not relocate. The one characteristic they have in common is that they are built of more than one piece - they have submeshes. When they are imported into Unity, the separate pieces show up in the fbx hierarchy. However, when I import an fbx that has only one object, the hierarchy has no submeshes listed, not even one. Could this be a problem with exporting from Blender?
Do you have animations on your meshes? Remember that the animation will automatically reset the position if it plays.
I was aware of this issue for animating meshes, but since I had not keyframed or animated anything in Blender, I presumed it was a non-issue.
However, the fbx did import with a useless animation component. When I deleted the unused animation component, the problem was fixed! Thank you! Next time I will know to export without animation, even if I didn't animate anything, or simply delete the animation component.
Answer by victorlarsson · Feb 27, 2012 at 08:10 AM
i noticed that if your using blender you will have to remove the animation or it keeps doing that.
Answer by Default117 · Feb 27, 2012 at 06:03 AM
Make sure you freeze your tranformations before exporting from your 3D package.
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