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I have a sniper rifle mesh that is divided into different parts (body, stock, scope, etc). I have this magazine mesh that has a magazine bone that it is parented to. I have rotated the mesh and armature so to compensate for the blender-unity rotation (Following this guide), which has worked for other meshes before. Everything is fine except the magazine, which has a weird rotation that is not there in blender. Does anyone know any possible explanations and how I can fix this?

All transforms are applied.

The mesh in Unity

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  • $\begingroup$ Blender is Z-up and Unity is Y-up, could that have something to do with it? You can specify the conversion in the export settings (for most formats) if necessary. What type of file are you exporting to? $\endgroup$ – Christopher Bennett Nov 5 '20 at 6:21
  • $\begingroup$ try joining all the mesh using CTRL J to make it a single object and export $\endgroup$ – SHikha Mittal Nov 5 '20 at 9:53
  • $\begingroup$ Do your rig have a main root bone? $\endgroup$ – josh sanfelici Nov 5 '20 at 10:10
  • $\begingroup$ I'm exporting using a FBX. The armature has a "body" bone, which controls the stock, barrel, body, and scope. The body bone is a parent of the magazine bone, rifle bolt bone, and a left hand position bone. $\endgroup$ – KI. Nov 5 '20 at 16:39
  • $\begingroup$ Combining all the meshes doesn't seem to help. The magazine is still rotated. $\endgroup$ – KI. Nov 5 '20 at 16:47

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