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Need help with animation problem please

Discussion in 'Animation' started by Maxske, Aug 15, 2015.

  1. Maxske

    Maxske

    Joined:
    Feb 20, 2015
    Posts:
    37
    I make my animations in blender and then bring them to unity. I have a makehuman human animated to swing and run with an axe. The axe is separate to the human. I animated it and then exported to unity. In unity, if i bring the animation into the scene, everything works fine. But when i attach the animation to my first person controller ( has 9 animations on it) the human animation plays but the axe disappears. Its wierd cause if i just play animation in the scene the axe is there but if my fps controller plays the animation, the axe is missing
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    The axe doesn't need any animation keys on it.
    Remove the animation on the axe in 3D package then re-export.
    Parent to the animated characters hand and the axe should follow as desired.
     
  3. Maxske

    Maxske

    Joined:
    Feb 20, 2015
    Posts:
    37

    I meant i key frames the body and the axe together in a blender animation so they go together but in unity, the axe disappears when playing the animation from my character. I lookes into what you said but i dont quite understand. If you mean parent it in the heirarchy, i did that and the object did follow but i dont know how to save that as a new animation and attatch it to my players animation list
     
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    In 3D package only use the weapon as reference - parent it to the hand and create the animations like you already have.
    Un-parent the weapon before exporting the character, and export the weapon separately.
    In Unity import both the character and weapon, then parent the weapon back to the character. You will have to orient the weapon correctly, but it should follow the hand as needed.

    The problem may also be you are parenting the mesh to a bone, instead of using a weapon bone to parent the weapon to.

    That might be the issue.