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Joined Parts in Blender [Animation Question]


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This was mentioned in the sticky post above but pieces(technically mesh? I don't know terms really I'm like brand new to blender/all of this). anyway pieces that are "joined" together will load from blender to unity but not into kerbal. Well I have this part here, and the only way to get it to animate is to join several pieces.

HandyIllAzurevasesponge.gif

Loaded into kerbal, most pieces load. But not all. Once again maybe mesh is the right word

wIPN7hF.png

I was just wondering if any progress has been made regarding this issue, or if any workarounds have been found. Or if you have a suggestion to animate it that doesn't involve joining pieces.

As you can see here, I select the cylinder behind the head and set the origin to its center. Then I animate that cylinder rotating in its fixed position. Then I attach the whole upper jaw to that cylinder so that the whole thing opens in regards to the cylinders origin.

uB1IMjR.png

Thanks for checking this out and literally any feedback would be appreciated. I did not design the model, that was deviantart user DGMM. I'm just trying to put the thing in the game.

The mod post can be found here

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  • 2 weeks later...

First, don't worry about parenting, it just helps you set up the key frames. What you would do in that case is ctrl-lasso everything and then set the keyframe for loc/rot/scale, or just tap the "a" key a few times to highlight everything. Every keyframe, highlight everything in the scene and then set the keyframe for locrotscale. Even unrelated objects, don't worry about them for now. Just get everything in place (use parenting if you want to help with rotations, but its irrelevant), and select all and keyframe each step.

Save it as a master file, then follow the steps below if you have objects unrelated to the animation or multiple animated parts that need to be in Unity separately.

I've had issues where Blender uses every object in the scene for the animation and breaks the animation when you export it to Unity because you need to re-child/parent everything to get certain things to work. My workaround was to break up the export. Build the whole thing in Blender and animate, then save to a master .blend. Delete everything not involved in the animation, then export it (.fbx?). Reload the master, now delete everything with the animation, export again with a different .fbx file. Now you can just keep the pieces together in Unity involved in the animation, and the others you import separately and not worry about parenting...throw them anywhere in the tree, go nuts.

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