Hi, Ive encountered a problem with my imported animation .
Heres my workflow :
Ive animated model in 3ds max
Exported it as .fbx
Drag 'n dropped fbx into unity
Inserted model into scene, made it a child of an empty game object
On play the animation still moves to 0.0.0 . If i record animation in unity i dont have this problem but i cant figure out how to fix this with the imported animation :-/ Can anyone tell me what am i missing ?
The animation doesnt play on the animated object’s possition but it teleports somewhere else. No mecanim. Im trying to figure it out on a jumping box. I used the default avatar it created
You still can setup mecanim just use generic instead of humanoid type. It could be that your animated object has an offset from reference point inside the fbx file itself. To ignore that offset you should set Root Transformaton Position XZ Based Upon Center of Mass instead of Original in your Animations settings I think. I’m new to this stuff so it might not be exactly right but one of those options should help.
Other option would be to edit your fbx and align object with center of scene, reference object or whatever is being used as reference point.
Well I’ve imported the animation as legacy with store root in nodes and it seems to work when used as a child to empty game object like the normal animation. Thanx for help