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Part of a mesh rotating upon Unity export and switching animation start point


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Right, so I've got my animated part to display in KSP, the animation triggers etc, BUT one of the meshes in the model is rotated by 180 degrees upon export from Unity. Have beaten my head against this for an hour or so with no progress.

Unity:

Ly1RRLm.png

KSP:

LIoBcer.png

The 'bracketing' on the side of the main panel has rotated and I have NO idea why. That mesh is animated to move back/forward, but there is no rotation (for that mesh) as part of the keyframing. Anybody experienced anything like this?

Also, how do I make the initial position of the part the 'end' of the animation? I'd like it to be retracted in the VAB/at launch, and I've read that animswitch=true in the cfg can accomplish this, but it doesn't seem to work. Am I missing something in Unity? I could just reverse the keyframes in Blender, but I'm assuming I'm going to come up against this issue in the future and a quick switch would be useful.

Cheers,

~M

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try zeroing out the rotation and position for the mesh in blender with ctrl-A. To 'flip' the animation in game, try animswitch=false.

Hmm. Neither true nor false for animswitch seemed to work. I flipped the keyframes in Blender while I was there applying the rotation to the mesh - this achieved what I needed, but I'm curious as to why animswitch isn't working.

Applying the rotation using ctrl+A in Blender made no difference to that mesh. I'm quite confused now.

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Are you using animSwitch with a capital S? As for the rotation problem, maybe parent it to another mesh. I've had that problem before.

Parenting the mesh to the body in Unity worked! Thanks very much for that - I never would have tried that. I was using animSwitch and not animswitch - I still don't know why that didn't work.

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