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Question by Suddenly_Bacon · Dec 14, 2014 at 09:04 PM · animationblenderbonearmature

Animations imported from blender look strange...

I have been working on the gun and arms for an FPS game. The hands are parented to the armature with automatic weights, and everything else is parented to a bone. Everything looks great in Blender, but it looks weird in Unity. The parts that look weird are all of the objects that are parented to the bones directly. What should I do to fix this?

Blender: http://i.imgur.com/zkA61qf.png

Unity: http://i.imgur.com/2djz4Ho.png

(I can't really figure out how to post the pictures directly)

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avatar image MrSoad · Dec 15, 2014 at 04:15 AM 0
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Did you export this to a file type such as .fbx ? If so then try importing the .blend file direct and see if that helps at all...

avatar image Suddenly_Bacon · Dec 15, 2014 at 09:50 PM 0
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I was using .fbx, so I tried switching to .blend but it didn't make any difference.

avatar image meat5000 ♦ · Dec 15, 2014 at 10:15 PM 0
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.blend just gets converted to FBX anyway, as far as I know.

In Blender, Apply LOC ROT SCALE of the objects before you export.

avatar image Suddenly_Bacon · Dec 15, 2014 at 10:59 PM 0
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Well the problem with that is I still want to be able to animate the arms, such as reloading the gun. Is this going to mess that up?

avatar image meat5000 ♦ · Dec 16, 2014 at 12:29 AM 1
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Erm, no? All it does it reset the Zero positions of the objects $$anonymous$$aking Location and Rotation 0 and Scale 1

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Answer by blueLED · Dec 15, 2014 at 02:12 AM

Try selecting each of your objects in blender and going to Object->Apply->Location, and also Rotation/Scale.

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