I have a mesh, and a rig system. In the rig system I have an animation which is baked to it.
It works fine in 3Ds max and when imported to unity the animations etc work fine, however the pivot system of the model is far away from the mesh when it is in unity.
Also the skin mesh renderrer for the model is at least 10 times bigger than the actual model. I am confused by this as I have set the co-ordinates of the root bone and the model to 0,0,0. However when I remove the bones from the model it becomes perfectly fine… does anyone know how to export the bone system correctly to unity?