Hi there. Not even sure if this is the correct thread but I am going to give it a shot.
I am firstly a programmer/designer, and can’t draw at all. That being said I am able to model simple shapes. What I am trying to do is create a small box with a cannon that swivels at the end of it at an angle of 0 degrees to 180 degrees. I can create the box and what seems to be a swivel point. I made the cannon a child of the box, but when I hit the render active view port, it falls like it should, but breaks apart.
So my question is: What do I do to keep the two objects connected always?
End result. Trying to make the cannon follow a raycast inside of unity without interrupting the transform rotation of the box.
Any help is appreciated. Also I am very new and this is my very first game so go easy on me.
Do a couple searches on the forum. There is several ways to set up your end result - and several posts which describe how to.
Welcome to the team! 
You could export the two pieces from Blender as separate objects (wavefront .obj). Create an empty parent gameobject in your hierarchy, and place the two objects under it, with correct relative positioning. Move the entire gameobject around by setting the transform.position of the parent, rotate the cannon barrel by setting the transform.localRotation of the cannon object. Put the swivel point of the cannon at the origin in Blender, that is the point it will rotate around with localRotation. You could then make a prefab of the whole thing and instantiate as many as you need in your scene.
There is an ‘external tools’ forum this thread should probably be moved to.
Anyway, where’s this “render active viewport?” If you’re referring to Unity, you may be talking about “play mode…” 
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