1. Help us improve the editor usability and artist workflows. Join our discussion to provide your feedback.
    Dismiss Notice
  2. We're looking for feedback on Unity Starter Kits! Let us know what you’d like.
    Dismiss Notice
  3. We’re giving 2017.1 beta testers a chance to win t-shirts and a Nintendo Switch. Read more on the blog.
    Dismiss Notice
  4. Unity 2017.1 beta is now available for download.
    Dismiss Notice
  5. Unity 5.6 is now released.
    Dismiss Notice
  6. Get further faster with the Unity Plus Accelerator Pack, free for new Unity Plus subscribers for a limited time. Click here for more details.
    Dismiss Notice
  7. Check out all the fixes for 5.6 on the patch releases page.
    Dismiss Notice
  8. Learn how you'll soon be able to publish your games to China in four simple steps with Xiaomi. Sign up now for early access.
    Dismiss Notice

blender animation messed up when importing into unity

Discussion in 'External Tools' started by eteeski, Jul 28, 2012.

  1. eteeski

    eteeski

    Joined:
    Feb 2, 2010
    Posts:
    476
    I have a gun reload animation that i made in blender. It looks fine inside of blender, but when i inport it into unity, the upper arm and hand bones don't move from their original position, causing the mesh to stretch in really weird ways and it looks very ugly.
    I've tried searching for answers, but i have no idea what keywords to use. "animation" and "stretch" don't give the search results im looking for. even if anyone here knew the term for this glitch, that would be very helpful. thanks :)
     
  2. eteeski

    eteeski

    Joined:
    Feb 2, 2010
    Posts:
    476
    $Screen shot 2012-07-27 at 10.01.50 PM.png
    here's a screen shot of what's happening.
     
  3. eteeski

    eteeski

    Joined:
    Feb 2, 2010
    Posts:
    476
    ok, so i figured out that the weight painting is messed up on the right arm. only the forarm has weight paint on it. but if this is the case, why is blender letting me animate the whole arm without weight paint on it? it's as if the weight paint is set up perfectly, but when i go to check it, it's not. WTF!?
     
  4. eteeski

    eteeski

    Joined:
    Feb 2, 2010
    Posts:
    476
    yes! i fixed it! i guess i had two armature modifiers on the arms mesh in blender.