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How To Get Rigidbody/Collider to Follow Animation

Hi,

I have exported an FBX scene from Blender 2.61 into Unity3D that has an existing animation for one of my game's "bad guys". The animated sequence works fine in Unity, however the Collider I added (with rigidbody) to it does not follow the animated path... it just falls to the ground and sits there as my character runs off. Is there some kind of trick I'm missing or will I have to script this?

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asked Dec 24 '11 at 11:09 PM

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cassius
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same problem, character controller stays unmovable, while mesh "does his job"

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answered Dec 30 '11 at 08:28 PM

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Arkhivrag
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I'm still having problems with this.

I have figured out that I needed to add individual box colliders to the bones of my animated mesh, however I continue to have problems. The colliders follow the animated child objects, however the collisions don't actually work. So I removed all the colliders, removed the animation with the exception of just the walk cycle and added a box collider to my overall object. Collision does work now, however half my object falls beneath my terrain.

I'm using the standard terrain collider at the moment, and a Rigidbody and Box Collider for the mesh.

Can anyone help me figure out why the model falls half-way through the floor? My box collider surrounds my entire object as it should. I've been working on this for 2 days now and it's making me nuts! :)

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answered Dec 26 '11 at 09:54 PM

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asked: Dec 24 '11 at 11:09 PM

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Last Updated: Dec 30 '11 at 08:28 PM