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Question by chrisall76 · Jun 24, 2012 at 11:19 AM · animationgunmoves

animation changes weapon position?

As the title says, my gun's position move's to the right when it animates.

Not animating: alt text Animating(moves to the right): alt text

Shotgun's scale factor is 0.01, only applying one animation to it (idle). I can tell it acually moved because when I look at it not playing the game (with animation on) it's where I placed it but when I do press play it moves.

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avatar image whydoidoit · Jun 24, 2012 at 11:26 AM 0
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So set the import scale factor to 1 on everything - that often is the problem of importing stuff - then rearrange it and hopefully it won't move :)

avatar image chrisall76 · Jun 24, 2012 at 09:53 PM 0
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Still move's to the right, think it could be something wrong when I exported it? I did it in 3DS $$anonymous$$ax.

avatar image whydoidoit · Jun 24, 2012 at 10:02 PM 0
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$$anonymous$$ax always points things the wrong way unless you fiddle with its settings... Is your object modelled at 0,0,0 in $$anonymous$$ax?

avatar image chrisall76 · Jun 24, 2012 at 10:50 PM 0
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Object was modeled at 0,0,0, but when it was done I moved it to the right to animate it. Let me see if moving to to the middle fixes this. EDIT: $$anonymous$$oving it in 3DS max does change the position when animating. Weird, anyway around that? Get's annoying when trying to quickly animate.

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Answer by Paulius-Liekis · Jun 25, 2012 at 08:06 AM

This is related to animation of the root node. The root node of your weapon is animated, so when you play animation it assigns position to the root of your weapon.

Several solutions:

  1. Do not animate root node of the weapon

  2. Parent your weapon under another GameObject and move parent GameObject instead and let animated your weapon as it does now.

  3. Add another root in your 3d model in 3dsMAx - when Unity finds that your object has more than one root, then it places extra parent under them both automatically (basically #2 happens) and this way you can move the model the way you want.

I personally would go for option #3 (or number #1 if you're trying to save amount of nodes).

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avatar image chrisall76 · Jul 15, 2012 at 08:00 PM 0
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Number 3 I don't understand what you mean by root.

avatar image Paulius-Liekis · Jul 15, 2012 at 08:22 PM 0
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root - a node without parent

avatar image st362 · Jan 07, 2013 at 10:41 PM 0
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I am trying to do option #2, but whenever I add an empty object and make my animation mesh a child of that empty object, the same effect happens.

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