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Walk pose acts very weird

Discussion in 'Editor & General Support' started by synok, Oct 9, 2012.

  1. synok

    synok

    Joined:
    Jun 7, 2011
    Posts:
    126
    So I have animated a character in Blender, the hair and shoes are seperate models and are not parented to the mesh.
    Everything works fine in Blender. A picture below to show the walk pose:



    so I export everything into Unity, scale things up and are ready to work on a game. What I see is somewhat random:



    The hair is at a random position, the shoes are not animating along with the feet like they did in Blender. Everything went messed up.
    Too bad I worked on this for such a long time. What can I do to solve this? Repositioning everything wont work, at all.

    I just want the hair and shoes to follow along the animation like it did perfectly in Blender. I exported to .FBX format.

    Please help.
     
  2. Loius

    Loius

    Joined:
    Aug 16, 2012
    Posts:
    546
    You need to remove the animation components from the non-animated objects, position them exactly where they should be, then parent them to the proper bone.

    Make the hair a child of the Head bone, for instance, then zero its position.