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Question by Triben · May 14, 2012 at 05:57 AM · meshblenderanimationsimporting

Animations work great in Blender, but deform the mesh in unity

Blender v2.63 -- Unity v3.51

I've been creating a character in Blender fully rigged, weight painted and has a few animations. the animations play wonderfully in Blender, however once I import the model into to unity and play the animations with the animation player in unity. its deforming the mesh horribly

In Blender (Works)

alt text

In Unity (Failed D: )

alt text

I have a feeling it has something do with the weight paints, and some of the bones sharing vertex's, is there anyway around this or can 1 vertex only belong to 1 bone? or am i completely off the mark.

any ideas would be great..

Thanks Tristan.

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avatar image Crowe T. Robot · May 14, 2012 at 08:25 AM 0
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Just checking, are your transforms reset? (its referred to in $$anonymous$$ax as Xform reset)? It looks like it could be the issue.

avatar image syclamoth · May 14, 2012 at 08:36 AM 1
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That's not even a thing in Blender.

I suspect the problem is because Unity limits the number of bones that can influence a single vertex to 4 at high quality, and just 1 at low quality. Try increasing your quality settings, and see what happens.

avatar image KiraSensei · May 14, 2012 at 09:02 AM 0
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Did you check "bake animations" check box ? If some of your animations are using I$$anonymous$$ handles, the animations change quite a bit. If it's not that, syclamoth's post is a good possibility too ...

avatar image Triben · May 15, 2012 at 12:23 AM 0
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I set the bones to 4 max, and it did fix it a little bit, but still deformed and I'm pretty sure the transform is reset on both the armature and the mesh itself both are set to an origin 0,0,0. hmm :( I'll try clearing the weight paint... seems odd that it works in blender tho

Thanks for all the suggestions btw

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Answer by Triben · May 15, 2012 at 08:44 AM

Okay, so after some more research and playing around, I found out how to fix the PROBLEMS

  1. Unity had to be set to 4 bones, for some reason on auto it was only doing 1-2 bones

  2. my Spine bone on the armutare for some of my animations was twisted by 90 degrees on the y axis, for some reason it was "ignoring" this in blender, but when i pulled up all the axis's on the bones I noticed that it was off, even tho when is set up the roll on my bones they were all right.... so anyway fixed that.

  3. Weight Painting I redid all of this to smooth it out better in unity since I am only working with 4 bones and there were 5-6 bones that had "some" effect on that area which isn't a good idea as you can see.

Thanks to everyone for the suggestions, helped a ton, specially the bone setting.

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