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Mesh Pivot Point Changes When Animated

Discussion in 'Animation' started by AcornBringer, Apr 14, 2020.

  1. AcornBringer

    AcornBringer

    Joined:
    Mar 22, 2015
    Posts:
    70
    I have a simple mesh with child (lantern with hinged door) which I exported from Maya into Unity with out animation. I used the same mesh in Maya to make an animation which I then exported from Maya into Unity so that I could use the new animation with the first mesh. I'm using the generic type animation for this.



    Even thought the meshes are identical in Maya, the animated version has it's pivot points (including that of it's child - the door) set at world zero in Unity where as the non-animated mesh retains it's pivot locations from Maya by offsetting it's position by default. Now when I use the animations on the first mesh, the door mesh jumps up so that it's offset pivot matches the parents pivot like this:



    Would anyone happen to know how to keep this from happening?

    Any help would be appreciated :)
     
  2. AcornBringer

    AcornBringer

    Joined:
    Mar 22, 2015
    Posts:
    70