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Question by anonamause10 · Apr 22, 2020 at 09:55 AM · blender-exportingroot motionblender animation

Issues from Blender to Unity

I have a weird issue with motion in Unity. I had modeled a character in blender, imported it to Unity without any issues, and worked out a script that worked perfectly. I wanted to change my model to a different one, but a similar one. Foolishly, I made a new .blend file and pasted all the features from the first one, and then made my changes, but after trying to import the new model a whole host of problems cropped up. Firstly, the object was rotated on the x-axis, but I was able to fix that by applying the rotation in Blender. The biggest issue I have right now is that I have a dialogue saying "root position or rotation are controlled by curves." Whenever I ran the script it would just move my character to the point (0,0,0), and he was rotated on the x-axis, but my camera script was still working. I then checked the "apply root motion" box, which got rid of that bug, but there is still a gravity issue. For one, gravity is higher than it was on my earlier working model, and secondly, in my flying script, while my character is supposed to be in a still hover, he moves down slowly at a constant rate. I never changed my script between the two character models, so I don't have a clue what is causing this. Checking and unchecking the "use gravity" box in my characters rigidbody doesn't have any effect either.

Here are my camera and character scripts:

Character Script

Camera Script

I would love any advice on this issue. Thanks in advance!

Edit: I forgot to add, applying root motion to the original character does not have the falling issue. Also when I copied my character, the changes I made to the .blend file were changing the shapes of the mesh, and moving some arm and leg bones close to the center. I should mention my character is not a humanoid.

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