Blender Kiwi Bird model importing issue

In Blender 2.49 my model looks like this:

I have armitures and an animation set up and all of the vertices are grouped and weight painted. The animation even plays in Unity, but the model looks like this:


As you can see, a good portion of it’s behind is smushed in, and I can’t figure out why.
In the Inspector the model even shows up correctly, but only when I drop it into the scene view does it look like this. When I turn the animation importing off, the model looks fine, so I’m sure its something I’m doing wrong when setting up the animation in Blender somehow.

You speak about Armatures, but keep in mind you should use just one Armature if you want Unity to understand your file.

It looks like I have only one armature, but I have several bones extruded out of it. I’ve tried everything in Blender and in Unity, even deleting all of the bones and the armature and starting from scratch, but Unity still somehow manages to deform my model in some significant way no matter what I do.

mercury_storm, nice model. You made a little mistake. It’s not a good idea to scale or rotate in object mode, only do that in edit mode. Else you are going to get exactly this kind of problem. The solution is to apply the scale and rotation.
Select the mesh (maybe in Object mode, not sure as I use 2.5x), press ctrl-a and select “scale and rotation to obdata”.

I took the solution from here: http://forum.unity3d.com/threads/22407-Blender-gt-Unity/page2

It worked!

Thanks so much, now the Kiwi’s can run free!