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Question by TheWriting1 · Nov 16, 2012 at 02:39 PM · animationblenderissuedeform

Animation Deform

After importing an blender file into Unity with an animation, something occurred. When the animation is not playing the object looks perfectly fine but it deforms itself when the animation begins to play. alt text

In Blender this problem does not exist though (it animates without deformation, only deforms when I weight paint it). alt text Your help is much appreciated.

disfigure.png (84.6 kB)
disfigure(not).png (52.6 kB)
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avatar image PaulUsul · Nov 16, 2012 at 03:33 PM 0
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I imagine the mesh verts are not bound to the bones. But I do not know how to do this in Blender

avatar image Olgo · Nov 16, 2012 at 03:49 PM 2
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I was thinking the same thing but you would probably see the same deformation in both programs (I know I have).

However, just to be sure. Open your file in blender, select your mesh, press Tab for edit mode, go to your object data tab, highlight a vertex group, click select.

This will show all the vertices assigned to a specific bone. Do this for all bones and make sure there aren't any vertices not assigned to a bone.

If you find any vertices without a home, highlight them, click the proper vertex group, click assign.

EDIT: Also, out of curiosity, what format are you using to import? I've had the best luck with just straight .blend files.

Also, also, the more I look at it, I believe you have some vertices without a home. Fingertips are difficult to paint properly and often cause the same type of deformation we see in your screen shots.

avatar image TheWriting1 · Nov 16, 2012 at 05:22 PM 0
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Thank you very much, your advice helped. And I'm using .blend files to import.

avatar image Paulius-Liekis · Nov 19, 2012 at 10:44 AM 0
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@Olgo, please post answers as answers, not as comments. You already solved the question, but it still has zero answers and is marked as unanswered.

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Answer by Olgo · Nov 19, 2012 at 03:01 PM

--Since this answer was confirmed by the OP, I'll move it here to be marked as answered. It was originally a shot in the dark that I became increasingly more confident about--

Open your file in blender, select your mesh, press Tab for edit mode, go to your object data tab, highlight a vertex group, click select.

This will show all the vertices assigned to a specific bone. Do this for all bones and make sure there aren't any vertices not assigned to a bone.

If you find any vertices without a home, highlight them, click the proper vertex group, click assign.

I believe you have some vertices without a home. Fingertips are difficult to paint properly and often cause the same type of deformation we see in your screen shots.

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