Animated rigged blender model generating colliders problem
I have been pulling my hair out for the past couple of hours trying to figure this problem out. I am fairly new to the unity/blender scene so I appreciate any sort of help.
I have created a snowman and have attempted to implement a rig using an armature/bones. I have 3 bones in each of the snowballs. Since I want to animate each of the snowballs (bones) separately without affecting the others, I have removed the parent bone from each of them. After creating my animation (which works perfectly fine in unity) I imported the model into unity as an fbx file.
This is where i am confused. Usually with importing non-animated models from blender all I have to do is click the generate colliders box and it works perfectly fine. This doesn't seem to be the case for rigged/animated models. Once I try this with my snowman, it does not apply a mesh collider to the snowman like its supposed to. It seems to do nothing.
I tried a solution where I add a mesh collider manually to the snowman within the scene and then applying the mesh of the original prefab into the appropriate field, but when the snowman does its animation, the mesh collider does not move with it.
I apologize if this is a simple mistake but I appreciate the help
Answer by jakekola2 · Dec 15, 2015 at 05:26 PM
Figured this out myself. Ended up adding primitive colliders to each of the bones of the model which allowed them to move with the animations.
I just want to mention that you should be careful with $$anonymous$$esh Colliders. They take a lot of extra processing over primitive colliders. If your model is complex, it could cause physics issues and slowdowns. If you don't need the physics to be model exact, use multiple primitive colliders if possible, or a simplified $$anonymous$$esh Collider that uses a simpler geometry.
also its easier to implement, than you would expect! Thanks!
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