Trying to get an armature animation 'displaying' within Unity.

Final Update: Tried in C4D instead, all working now. :stuck_out_tongue:

Bad title, better explanation:

I have made a model in Blender with tank treads.

I created the treads using this method:

http://www.youtube.com/watch?v=ftiFE9gnTyc

In short, I created a curve, a wrapped a plane around that curve. I then created duplicates of a cube from each face on the plane.
To control the treads, I rigged a bone to the plane. Moving the plane or the bone in the y axis will rotate the treads.

I’ve imported the model directly as a .blend. The treads appear when not animating, but when I try to animate the treads they disappear. :frowning:

Any help or suggestions? This work is for a game jam so the quicker the better! :smile:

Update:

The treads are not disappearing but rather they are all moving to and following the animation of the parent or original tread, which just slides back and forth through the wheels.

I made a short video displaying the issue:

A suggestion. Could they be animating elsewhere in the 3D scene - out of camera view?

cheers,

gryff :slight_smile:

No…but I did make me look. So in the picture above, the parent or original ‘tread’ is located just to the side of the middle wheel. This animates back and forth while the actual treads rotate like they should.

But in Unity it seems like all the treads take to this original treads position and follow that animation instead. If they have been dupllicated already, and show this duplication correctly whilst no animating, then why don’t they follow the curve whilst animating?

Edit: Maybe I should make a video, it might be lot clearer to explain. I’ll wait for another hour or so, see if anyone has any other ideas.

Did you delete the history and freeze the transforms on the tank treads that you duplicated?
I use Maya and this happens to me when I haven’t frozen the transforms, they take the original objects transforms. Doing this will remove the animation though so watch out.

Hi, thanks for the advice. We actually just attempted the function in Cinema 4d instead, being able to bake the animations meant everything is working correctly now. :smile: