I have zero clue if the problem I'm having is due to Blender or if the problem I'm having is due to Unity but I'm hoping some savvy Blender/Unity user might be able to help me out . I think this will be easier to describe what it is that I am trying to do. For a project I have a simple humanoid model I created and rigged using Rigify in Blender (I've now realized that Rigify doesn't parent things the way Unity would like for humanoids but that's not really a problem here). In Unity, we intend for this model to carry a minigun. We purposely do not want the minigun model to actually be part of the humanoid model so a different model was created for the minigun. After creating the model, I then created a new armature for the minigun with a deform bone for the entire gun. I wanted to animate a run with the minigun in Blender so I did what seemed to make sense to me. I created a disconnected bone for the minigun on the handle and the trigger and then added a Copy Transform constraint on the humanoid's IK hand to be on the newly created bones. So that the minigun always stayed with the character, I added a Copy Location constraint (with offset) on the primary minigun bone to the torso of the humanoid. In blender, this appears to work pretty well. However, the animation is all out of whack in Unity. Below is frame one in each. What's also weird is if I have loop time unchecked then my minigun will quite rudely run away from the humanoid. If I do check loop time then the minigun will still move away (which is a recent thing that I swear I did not touch the minigun to cause) and we'll still see stretching of the arms and the hands are no longer on the gun's handles. I am really at a loss here and not sure what to do. Any help would be much appreciated. I should also note that I am seeing other odd behavior in Blender around the Copy * constraints that I made a post about on blenderartists.org but the post has not been approved yet. Since it's possible these issues are related, I will update this post with a link to that post once I can. Hep! (Please let me know what other information I can give to aid) C.J.