Hi, I've been working on animating a bow in blender using an armature to control the animation. Everything looks fine in blender and also when I view the model/animation using Autodesk's FBX Review tool. When I import it into Unity however, it messes stuff up. Importing only the mesh (without the armature) the model looks fine. Importing the mesh with the armature, then disabling the rig in the model import settings inspection view, the model also looks fine (animations won't work this way though). If the rig is enabled however (using the generic animation type), the model's faces don't seem to work correctly anymore (see image). The standard shader is used for all three models, the model has also been UV unwrapped, but I haven't applied any interesting textures in this example. What I've tried so far: - Flip and re-calculate normals in blender - Changing the animation type and also setting the root node - Changing "Normals & tangents" values under the model tab - Adding a texture to the standard shader. Still the same issue, only with a texture... - Changing the shader to Unlit/texture or Mobile/Unlit. They all look correct, but shadows aren't applied, so not exactly what im looking for - Changing the shader to Mobile/VertexLit. Same type of issue Since using the unlit-shaders seem to work, I guess the rig affects the normals for some reason? Blender version 2.78 Unity 5.6.1f1 Does anyone have any idea of how to fix this?