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Blender FBX + MecAnim. Models are not in T-pose when imported

Discussion in 'Animation' started by blender51, Jan 12, 2014.

  1. blender51

    blender51

    Joined:
    Jun 28, 2012
    Posts:
    13
    Everything works perfectly in-game, but when I'm designing the level, the models are frozen in some random animation like walking. This wouldn't be a problem, but I attach lights, hitboxes, armor, and stuff. I use a custom parenting script for this (Unity causes some problems when parenting particle systems to bones directly), and it's determined by initial offset.

    So I REALLY need them to be in the T-pose.

    Anything I can do?

    Thanks.
     
  2. bloomingdedalus

    bloomingdedalus

    Joined:
    Aug 13, 2012
    Posts:
    139
    Put empties in the 3d render file where you want to attach stuff then import to unity and parent the objects you want to the empties.
     
  3. AlphaGarg8447

    AlphaGarg8447

    Joined:
    Jul 28, 2013
    Posts:
    20
    Old post, but I should post the answer here in case anyone else stumbles across it - in Pose Mode, theres a button on the left called Pose, click it. Then hover over the fifth button from down to up, Clear Transforms, and click All. And that's it! Also make sure to create a new Action in the Dope Sheet's Action Editor mode.
     
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