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Question by benni05 · Apr 01, 2011 at 05:18 PM · blendernormalsbonearmature

Parenting mesh to armature in Blender leads to flipped normals after import to Unity

Hi,

as soon as I parent my mesh to an armature (bone) in Blender and import the model to Unity the mesh appears to have flipped normals - I can see through and the texture can be seen on the inside. This does not happen when I remove the relationship between bone and mesh and reimport into Unity. Then everything looks fine. The armature is not even animated yet.

The normals are OK for the mesh (I double checked :) and are all pointing outwards, but even flipping them in Blender does not fix this problem. It must have something to do with the armature... anyone out there who could help me with this?

Blender 2.49b Unity 3.3

Thanks Ben

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Answer by benni05 · Apr 02, 2011 at 08:43 AM

Ok, found the solution in the following FAQ. When importing armatures with just one bone Unity gets confused and treats the bone as the mesh, so an armature should have at least 2 bones assigned to it!

For similar problems please have a look at this FAQ:

http://forum.unity3d.com/threads/40908-FAQ-Getting-skinned-animated-models-from-Blender-to-Unity3D

Thanks Ben

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Answer by Extrumus · Sep 11, 2018 at 12:45 PM

Hi, even though there is a marked solution, I wanted to recommend to check if scale of the object, that has inverted normals, is set to 1,1,1 and not in the negatives

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avatar image joosthuter · Apr 17, 2020 at 09:49 AM 0
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Yes, thank you so much! This was the solution for me

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