Animation Problem

I have an object called Seed.

When seed collides with a certain object lets call dirt.

It makes it self Kinematic, then plays a grow animation where the seed scales up.

When the seed plays the animation, it stays in the right position, and scales, but rotates 270 degrees, presumably in order to make it look just how it is in 3dsMax.

Is there a way to make the animation not change it’s rotation? I want to be able to have the animation make it look like it’s slowly growing.

After importing the mesh, I double clicked the file in unity getting the version it is using. Then I added 90 to the x rotation, now it seems to work correctly.

Why in the world unity would add rotation to an object that it already translated to Unity Axis system, I have no idea.

Its because of the way its animated. In 3DS, add a very small object that can’t really be seen in Unity. Do not apply any keyframes to this object. Than, attach all the other objects in the frame that need to be animated to this object, making it a parent of the seed. Then, put the ‘empty’ object where you want, and it will then play in local space. You may also be able to put it in an empty object in Unity, but this may not be the best, because it really depends on your scripting. But yea, the goal is to play the animation in world space, not global space, and do that by making an object with no related animation, and childrening it. If you understand :wink:

Or you can adjust pivot in 3DS in X axis 90 deg., then all coordinates will match with Unity on import.

Edit:
Apparently I did the same thing. I’ve adjusted pivot on the “Assembly” in 3DS, and creating an assembly, or a group in 3DS is the same as creating an empty transform in Unity and adjusting its pivot.