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Blender - Armature Problem

Discussion in 'Asset Importing & Exporting' started by guategeek_legacy, May 5, 2009.

  1. guategeek_legacy

    guategeek_legacy

    Joined:
    Jun 22, 2005
    Posts:
    659
    Hi people

    So after switching to blender from Maya (due to the price difference) I have been working on my first compleat game asset with it. A palm tree that is textured, rigged and animated.

    I went through the process of modeling, UV mapping, texturing, rigging, skinning and finaly animation. I then imported it into unity and the animations work, but...

    When I select the armature in Unity the bones are placed wrong. This is a problem because we need to set up capsule colliders for each segment of the trunk (by parenting them to each bone). Gustavo was kind enough to look at the file but even fixing some things the behavior remains the same.

    So if anyone else was willing to take a look at this I would greatly apriciate it, as I'm rather stumped untill I can overcome it. - Jeff

    Screenshot of the Trunk1 bone selected in blender:
    http://bluegillstudios.com/temp/blender.png

    Screenshot of the Trunk1 bone selected in Unity:
    http://bluegillstudios.com/temp/Unity.png

    As you can see they are not at all located in the same location. I have attached the blend file and texture in a zip.
     

    Attached Files:

  2. bigkahuna

    bigkahuna

    Joined:
    Apr 30, 2006
    Posts:
    5,434
    Hmm... This is what it looks like in Unity 2.1, bones "Trunk1" through "Trunk4" appear but the rest are gone. Looks like you've got one vertex that isn't weighted, but I don't understand why the rest of your bones aren't appearing. Is this what it looks like in 2.5?
     

    Attached Files: