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Skinned Mesh (FBX) With Rig Keeps Offsetting On Play
I have a model that Ive set up like below.
The base model is positioned ABOVE the blue line and theres no script telling the objects to move down. It just has a walk animation.
As soon as I hit plat, it goes down like this
Can you think of a non-script based reason why this could happen?
If I detach the Animator component it does not move and in the previews my model is always in the middle (its showing a middle pivot). Is there a way to fix this in Unity or is it an export problem?
This is an FBX object by the way.
Thanks
Looks like your animation clip has a root transform offset. Are you using mecanim?
No this was done in 3DS max, The pivot is in the middle it seems. But can I change that in Unity or do I have to redo the model?
Answer by Cherno · Aug 18, 2014 at 12:53 AM
I'm pretty sure that you have to put the model's pivot at 0,0,0 inside your modeling application for skinned mshes to be exported correctly. So, just to be clear: The object can't just be anwhere in the modeling application's editing space; it needs to be centered at 0,0,0.
So if I want the pivot at his feet, the modeler needs to put the feet at 0,0,0,?
Well yes, you will probably have the model's pivot between it's feet, so just move the whole model to 0,0,0 and export again.