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Question by Makaber · Jan 09, 2011 at 01:01 AM · blendermodelattach

Model Attachment with Unity and Blender

When I have a Model and I want to define special positions on it. Like the tip of a rifle to create the muzzleflash there, or maybe a game character to put a sword in his hand.

In my past (like 5 years ago, I made a pause from game making), you defined an attachment point on the model and linked it with the one from another model.

How does Unity handels this? And how do I need to set up a model in Blender for it to work in Unity?

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Answer by Kona · Jan 09, 2011 at 06:34 AM

All you have to do now is create an empty gameobject and add it as a child of the bone it should follow(in your characters armature ofc), eg. "hand.bone", and then rotate it to face the right axis and then add your model of whatever you want to attach. :)

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avatar image Makaber · Jan 09, 2011 at 02:06 PM 0
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Thanks, that helped me. However, now I have another problem with it. When I set a bone as parent to the empty and import it into Unity (through FBX export and import using Blender 2.5), the empty is parented to the armature and doesn't rotate with the bone I parented. When I manually set the bone as parent in unity, it works like in blender. Did I miss something?

avatar image Kona · Mar 10, 2011 at 02:36 PM 0
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Are you creating the empty in Blender? In that case try creating the empty gameobject in Unity ins$$anonymous$$d.

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