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Animated Child Snapping to Parent's Coordinates
Hey all,
I'm trying to make a simple First Person game where the player has a sword. The sword was modeled and animated in Maya and imported to Unity as an FBX, just simple keyframe animation with no rig or anything.
When I add it to the Hierarchy and parent it the the First Person Controller Main Camera, it sits where I want it just fine - until I play the game, when it decides to move to the camera's position and also scales with it. It works fine if the object is not animated, but even if I parent, for example, a GameObject to the camera and then parent the sword to the object, it still gets messed up.
I have no idea why this is happening or if it's a Maya or Unity problem, but I'm ripping my hair out here.
Answer by Seth-Bergman · Jul 22, 2012 at 09:54 AM
you will need to add a bone to the sword to animate it. unity only supports rig-based anims, so without it, if you try to have animation on the object, it will flip out as you've observed
Oh, I wasn't aware that you needed a rig on everything. I'll try adding a few joints and see what happens. Thanks!
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