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Question by awplays49 · Feb 24, 2015 at 11:12 PM · animationpositionblenderfbxfile

Blender model shifted on X and Y axis on some part of the animation

Hi i made a blender model

alt text

and it looks fine until exporting it, but after importing it, one of the animations really gives me a hard time. it keeps repositioning, like in this picture

alt text

and it only happens when i export it with another animation more. the origin is at the center of the grid on every animation and i have no idea whats wrong.

im out of files to be used so ill post the file.

it fixes itself when i delete it and remake the animation action.. but it breaks again. i think it breaks the second time i export it after fixing it but im not sure what the pattern is.

EDIT:

I posted a google drive link to the file.

capture.png (21.4 kB)
capture-1.png (19.7 kB)
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avatar image awplays49 · Feb 24, 2015 at 11:14 PM 0
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https://drive.google.com/file/d/0B2ZiQtohl3tmRnRzRGtXbE53ajA/view?usp=sharing

avatar image awplays49 · Feb 25, 2015 at 01:46 AM 0
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@$$anonymous$$mmpies and @InvincibleCat is this fixable?

Can you help me fix this? I know you guys have been a big help in the past, and I can't get past this issue. Im sure you know how upsetting it is to have something not work for days.

avatar image Mmmpies · Feb 25, 2015 at 10:51 AM 0
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Sorry @awplays49 3D modelliing isn't one of my skills so never had issues importing from blender. The only things I tried from Blender are simple shapes with no animations on them.

avatar image awplays49 · Feb 25, 2015 at 08:40 PM 0
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@$$anonymous$$mmpies do you know anyone who can fix this?

avatar image meat5000 ♦ · Feb 25, 2015 at 08:58 PM 0
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You have totally buggered up your model hierarchy. One mesh does not even appear to be parented.

I see no animations in the Action editor.

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Answer by meat5000 · Feb 26, 2015 at 01:11 AM

You are going to love this fix :

Open your model in Blender.

Select your rig and select Idle2 Action.

Save and Export.

Ok, that was the workaround. Here is the fix :

I believe this is an error of transition in combination with your off-centre model. There is no 'rest' keyframe so Unity is rotating around its root rather than your chosen spot; something to do with the bones being too short.

Copy the first frame of Idle action, where the arms are at rest.

Copy it in to frame 0 on Idle2 action. Keyframe it after selecting all bones, with LocRotScale and clicking the key symbol.

After import to Unity, change the slider to negate the frame 0 pose.

Now Unity makes a proper transition and you no longer need the workaround.

Make sure to do a fresh Import. New name. Unity doesn't like updating existing models, for some unknown reason.

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avatar image awplays49 · Feb 26, 2015 at 01:13 AM 0
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I know i can do that but thats a problem because idle 2 will be the avatar… :(

avatar image awplays49 · Feb 26, 2015 at 01:58 AM 0
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sorry about the delay… i didn't see the change and i was looking for a comment. i accepted thanks a lot!

avatar image meat5000 ♦ · Feb 26, 2015 at 02:01 AM 0
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$$anonymous$$ake sure it works first ;)

avatar image awplays49 · Feb 26, 2015 at 02:07 AM 0
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Never$$anonymous$$d i made a silly mistake :-)

i still don't understand, though, what i just did that fixed it. what did i do?

avatar image meat5000 ♦ · Feb 26, 2015 at 02:24 AM 0
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The fix in the answer? Or fixing your silly mistake?

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Answer by EggQuiz857 · Feb 24, 2015 at 11:52 PM

This is a bug with importing into unity I don't think you can fix this one bro.

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avatar image meat5000 ♦ · Feb 27, 2015 at 03:02 AM 0
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The Blender to Unity workflow is perfectly fine. Especially in recent times as Unity is adding better support for Blend and Blender is improving support for FBX and Unity.

$$anonymous$$ost Blender problems that people condemn to 'bug' status is actually just a misunderstanding or lack of knowledge of the buttons and switches Blender has to offer.

As Blender is a full-on 3D modelling tool, intended for Full Scene Rendering (Like making animated films), Unity's usage of it is simply a side-effect. (Ask on the Blender forums; it annoys them that Unity people are short sighted of Blender's offering and that we only care about the modelling and rigging).

As a result, when people launch in to Blender after watching that "How to make your rig" tutorial, it literally skips over the important things leaving Blender in it's default state.

I mean, has anyone except me ever mentioned that changing the FPS in the render tab sets the FPS of your animation in Unity? I haven't.

$$anonymous$$ost broken animation/location/rotation problems can be fixed by making sure that only the proper objects (rigs not meshes) are "Users" of the Action and making sure to link or unlink them appropriately.

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