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Question by diegodorado · Oct 23, 2014 at 05:56 PM · mecanimfbx

Import scale doesnt scale the avatar

Unity crash if I want to use b.fbx avatar in a.fbx when a.fbx import scale is 1f and b.fbx import scale is 0.01f.

I tried to do so because if I use 1f as import scale in a.fbx ( which I want for all my models) the imported avatar doesnt have the bones scaled.

Is there any workaround without setting the import scale to 0.01f?

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avatar image diegodorado · Oct 24, 2014 at 02:32 PM 0
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I 'd like to work in some consistent unit across all the programs and that is why I prefer to set it to 1f, so I can consider 1 unit to be 1 meter when I discuss the project with my colleagues.

I don't consider setting the import scale to 1f to be "incorrect". ( i mean: dont scale my models)

And I think that setting it to 0.01f, and wraping my model in a gameobject scaled to 100f to overcome this trouble is doing nasty things.

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Answer by OllyNicholson · Oct 24, 2014 at 09:45 AM

If Unity crashes, you need to submit a bug so we can fix it. You can note the reference number here at a later date, but in the mean time you will have to make sure the imported model is the correct scale (0.01) and create it's own avatar so you can re-target your animations:

Rig tab > Avatar Definition > Create from this model.

More info is available here:

http://docs.unity3d.com/Manual/MecanimAnimationSystem.html http://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

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