Hi guys! I am working on a project and I have a little issue here. I created a robot in blender with armature and add simple animation to it. Converted to FBX and imported to Unity. I got stuck with colliders. I added box colliders to leg bones and he is walking so strange! What do you think can be problem?
Heres the example.
Ha! That is hilarious! Save that video it’s awesome! So the first problem that you have is that your rigid body transforms are unlocked. Usually if you have animation driving an object like this you want the rigid body rotations to be frozen. Now, the next thing is that colliders… well they collide unless they are triggers. Usually you don’t put a collider on a limb like this. You put one big collider over the entire object and have the collider bottom aligned with the contact point of the model, in this case the limbs. If there is some reason why you would actually want this thing to be driven by the individual collisions of its limbs that is a different story but that would seem computationally intensive and unnecessarily complex.
Good luck, I totally want to shoot that thing.
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Hey Dick-Sledge!
Thank You for Your advices! I freezed xyz rotation it helped a lot.
Well, i started with putting a thin collider only on the bottom of the robot but when he was walking on non flat surface he was levitating, now, i think, is a little bit better : ).