How to get animated sprite to adhere to gravity?

I am making a gravity-basics puzzle game where the player rotates the world to navigate the hero (ball) through each level. Things were going pretty well until I tried to animate one of the baddies. Once I added an animation (created using the built in animation tab), he seemed to simply ignore gravity (though he still reaction to things hitting his collider).

https://vine.co/v/MJjlDmiFv0V

I took a quick video of this behavior. You can see that he falls to the ground naturally at the beginning, but when the world rotates, he kinda does his own thing (ignore the paranoid sun, that’s supposed to do that).

There are no scripts on the block guy, just a the following modules:

[25198-2014-04-14+19_14_25-clipboard.png|25198]

If someone has a better option, I’m all ears, but as @Pyrian noted in the comments, the following solution seems to work well.

Import your sprite as per usual, setting up your collider and Rigidbody, scripts that effect physics, etc. The collider wraps to the sprites dimensions which will save just a little time.

Then, remove the sprite renderer component from the object, and add the sprite as a child.

So, in my project the parent looks like:

[25260-2014-04-15+18_06_30-unity±+test-level1.unity±+[week1]+ballsout±+pc,+mac+&+linux+standalone_.png|25260]

And the child looks like:

[25261-2014-04-15+18_06_49-unity±+test-level1.unity±+[week1]+ballsout±+pc,+mac+&+linux+standalone_.png|25261]

Now that the child is inheriting it’s parents transforms, you should be able to add/create animations freely, working from the transforms relative to the child.

have you tried with the “Animate Physics” in your Animator Inspector.