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Question by CG-DJ · Apr 12, 2013 at 08:39 PM · animationimportlocalrelativeimported

Imported Animations: Make Local? or Other Fix?

Ok, I've been Googleing, and maybe I just didn't look hard enough.

I some imported arms that I made myself for a first person sword fighting game. I have all the animations separated into clips using the FBX exporter. When I used Mechanim to set Idle as the default animation, it made the object go back the the center of the screen and play the idle animation. I read that to fix this, I should make the object a child of another object, so I made the arms a child of the First Person Controller. But now, when I hit play, it moves my arms away from where I positioned them on the character controller, but it follows the character controller. (I'm using Blender)

Really, the easiest thing to do would be to make the animations local, but I can't figure out how to do that! How can I make the animations not effect the position of the arms?

(Thanks in advace! :D)

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Answer by CG-DJ · Apr 12, 2013 at 09:23 PM

I think I figured it out. If I set the Animation Type to be "Legacy" it worked. You can find that setting in the FBX Exporter under the Rig Options. Now my arms are staying with the controller!

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avatar image CG-DJ · Apr 14, 2013 at 01:01 PM 0
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Yep that was it!

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Answer by justinpatterson · Apr 12, 2013 at 09:12 PM

I think I remember a while ago having this issue and plopping the animating objects into a parent empty gameobject had some success.

Otherwise, maybe it's a freeze transformations type issue (resetting the location values to 0) on behalf of the animation software.

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