Hello, we are having trouble with using our blender armatures in Unity. We use blender 2.54 with the new Unity 3, and it’s worked great for everything else.
The problem we are having is with the animations once they’re in Unity. Our modeler has made multiple posts on the Blender Artist forums asking about this issue, but no one could help. In blender they animate just fine, but in Unity they seem to…over-extend(?) themselves. It’s hard to put into words, which is why I’m going to include our entire project with the blend file.
You can ignore everything except the arms, which are already in the right place. Right now I am using a simple script to play one animation on each arm. The left arm should not be going up and to the right, and the right arm is also moving inwards for some reason…I’ll include a screenshot straight from blender of what it’s supposed to look like. Feel free to tinker around if you want. It would be great if someone can offer a solution to fix the animation’s positioning
my guess would be that it’s related to the right hand ik constraint you (accidently?) put on the whole armature object instead of the bone “arm2.R”. the left arm seems to be right.
I just noticed how very similar the panels/icons for object constraint and bone constraint are. not sure why the object constraint panel even shows up while in bone mode…
also: not sure if it really is necessary, but for the future, it might be a good idea to have the mesh’s center point, the armatures center point and the root bone in the same location.
When I read what you said, I knew what you were talking about. I went into the blend file and couldn’t find what you were talking about. Both arms’ armatures are identical. At least, that is what I am seeing. I ended up deleting that main bone. It doesn’t really do anything. Do you have any other ideas?
oh man, so sorry. don’t know what was riding me… the setup seems correct. i just tried to export your hands with blender 2.54 for about an hour before giving up. i couldn’t get the hands into unity and play an animation when exporting all animations… so i haven’t found the solution to your problem.
another guess would be that it’s related to the seperate left / right hand animations you have. in other words: you don’t have a keyframe for each bone in each action/animation. i’ve seen strange deformations that way.
can you try to select all bones and add a loc/rot/scale keyframe at the first frame to each action and see if that works?