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Question by Goduran · Aug 17, 2012 at 10:12 PM · arrayblenderfbxarmature

Blender-Unity: Armature+Array animation distortion.

I'm making a small spherical world and want to cover it in swaying grass. In blender, I made a plane mesh, and added an armature to make it sway, exported as .FBX, imported, everything worked fine.

I put them all over the world in about a couple hundred objects and the framerate took a predictable dive (from about 5k fps to 40 or so with 200 items, or around 300 fps with about 30 copies).

Decided to use an array in Blender to make a ring of 36 these, added the modifier after the armature, previewed animation in blender and it looked fine (each instance in the array moved on its own as it should). Imported it to Unity, and it looks like it placed a single armature in the middle of it, since the swaying animation is applied to the entire ring of objects, and causes heavy distortion to the ring.

How do I fix this? If it's not possible, what's an efficient way to cover a sphere in animated instances of meshes?

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avatar image indiezukunft · Oct 11, 2020 at 05:09 PM 0
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I still have the same problem, 8 years after the fact.

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Answer by matthowarth · Nov 05, 2012 at 03:15 PM

did you figure this one out Goduran?

I have found a similar issue and it appears that Unity has chosen the wrong animation (probably with them all being called "default take")

press the little circle next to the animation name in the inspector and choose another animation of the same name from the list. Keep note of which ones you have tried. Work your way through them until it works properly. This worked for me.

If anyone can suggest a way to stop this happening, it'd be much appreciated.

Matt

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