Hello,
I’m trying to export my first, very simple animation of a recoil of a turret and am trying to export it via FBX into Unity.
So I have this turret, two objects (base and barrel). Base is at 0,0,0 and the barrel has a slight offset - a bit up and a bit ‘forward’ in the barrel-direction - so it’s in the correct position in Blender. I have an animation using delta-offsets only in the z-direction (the green value) which moves the barrel backward and forward a bit (nothing really complex).
So exporting to FBX and into unity, any object I export (irrelevant of where it’s positioned, even if it’s not in the origin) ends up in the correct place (turret looks fine) as if it uses the object-origin.
I’m wondering the matrix/position of my barrel is at 0,0,0 with the “graphics data, specifically y-value of the vertices” having an offset with Y=2… Or if the matrix/position is at y=2 (specifically using the xyz of the object-origin), and the “graphics data vertices” being near the origin.
The moment I use the animation, the barrel is “too high” (probably the height difference is added once twice for some reason). Observations: The animation is responsible for adding the “2.0x” to the Y-value (without the animation y=zero and it is positioned correctly). Also, it seems to ignore my delta-animation in Z because it looks like an animation in XYZ - and at appears to be absolute since somewhere it’s getting the 2.x value.
So positioning my the barrel at x/y/z offset of 0,0,0 and exporting (and reverting so it’s in the correct place to be able to animate again) looks like this: That looks better, but still no exact match but “slightly” too high compared to the first screenshot.
I tried so many things which don’t work (position, delta-position, apply position, centered at origin, export options), that I’m not sure if my general approach is completely wrong, if I’m overlooking something silly.
Any ideas anymore?
Note: This could probably be achieved within Unity, but it’s also about learning Blender.