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Question by Glenn Lusk · May 17, 2015 at 07:23 AM · movementeditortransformmesh

My rigged mesh does not react in Unity

Hello, I made an alligator model that I rigged with a skeleton. All the joints and parts move in my 3D Modeling program, but when I export it to Unity, although I see all of the bones and joints in the hierarchy, when I go to transform for example the mouth, the object assigned to it moves but the mesh stays the same.

I have seen and used meshes in Unity where for example if I move the jaw object down the mouth would open or close. I could control eyelids and cheek bones and brow movement by transforming gameObjects through the scene view.

So what am I doing wrong? What did I miss?

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avatar image A3tra3rpi · May 17, 2015 at 07:39 AM 0
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Did you connected mesh and bones? i dont know your program, but in blender you have to make armature(bones) parent of your mesh

avatar image Cherno · May 17, 2015 at 08:58 AM 0
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Is the Skinned $$anonymous$$esh Renderer correctly created on import? Is the model marked as Legacy in the rig import settings?

avatar image Glenn Lusk · May 18, 2015 at 08:43 PM 0
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I use Cinema4D. The bones are all rigged, I can move it all around in C4D it just doesn't work in unity. It's not marked as legacy in the import settings. I have another model that I used for reference and it's not marked as legacy either its just so strange

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