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Answer by ToddToddTodd

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I had trouble with using animated objects made with Blender. Not rigged character animations, but objects with location and rotation animated. The object was misplaced during play no matter where I positioned it with play off. I know the Mecanim can animate it as meat5000 talks about(I've used that before but would need a refresher). I want to have a thorough understanding of how things work in Unity. Eventually you want to know it well or else you a lot more mysterious problems like this one. However for a short term solution I have found that parenting the object ( as zanearn says above) or animating it in Blender with a rig can fix the problem. I had trouble when I tried to make a prefab from an empty and instantiate it. When I did, there was something wrong. A script node didn’t remember what was assigned to it or something.(can't remember for sure). However, I got it to work by making a sort of false empty. Here's what I did. 1. Create a primitive object such as a cube in the hierarchy. 2. Then turn off or remove the collider and mesh renderer for the primitive. Now you have an object that can work as an empty but is not really an empty. 3. Parent your imported object to the primitive. 4. Then you can bring the primitive back to the project window to make it a prefab. I don't know if I needed to do this, but I was having trouble otherwise. ***Second Method ***.Another solution is to rig and animate the object in Blender rather than using simple location and rotation animations. (This won’t work for simulations of course. ) Steps: 1. Create one armature bone in Blender and parent the object to it. All vertices will attach to the single bone, so you won’t get any deformations. 2. The location and rotation of the object can then be changed by animating the location and rotation of the bone in “pose mode” just as you would with a character rig.

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