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Pivots points on animated objects are messed up

Discussion in 'Scripting' started by MiaoBolverk, Oct 23, 2018.

  1. MiaoBolverk

    MiaoBolverk

    Joined:
    Feb 6, 2018
    Posts:
    26
    Whenever my 3D graphics designer imports models (created in Maya) that are attached to animator controllers, their local pivot points, as shown inside Unity, are invariably messed up. Here is an example:

    UnityFuckUp.png

    In Maya, the pivot points are located within the model meshes, not in the middle of nowhere.

    As you can see in the screenshot above, the game object to which the animator controller is attached is named Exit. All of Exit's children have similarly bizarre local pivot points, but I have only shown CTRL_doorHandle here for the sake of brevity.

    The problem only arises for game objects whose behaviour is dictated by animations.

    How can I fix this issue?