I have a drone model with separate parts. For example, the propeller and the rudder are two separate meshes. I have parented each to individual bones in hope of later joining them into one armature. Unfortunately, when I select all of the bones and hit Ctrl+J, the bones join, but the meshes change position and/or rotation. How do I join the bones into one armature and keep the transformation on the meshes? The reason I want them into one armature is because I plan on putting the drone into BGE.

Here's a link to the blender file:


  • $\begingroup$ Did you try parenting the root bones of each part to a (new) single parent bone using the Ctrl-J > Bone option? I think that would work. $\endgroup$ – Anthony Forwood Jul 11 '16 at 20:24
  • $\begingroup$ Thanks for the help, but that didn't work. $\endgroup$ – arduinoob Jul 11 '16 at 20:52
  • $\begingroup$ Make sure to apply rotation and scale to all objects (bones and meshes) before joining, and as @AnthonyForwood said, use another root bone $\endgroup$ – lemon Jul 12 '16 at 6:49
  • $\begingroup$ @lemon What do you mean by applying rotation and scale? Do you mean adding a keyframe? Also, I'm not sure if this matters, but each part has one bone parented, so each individual bone is its armatures root bone. $\endgroup$ – arduinoob Jul 12 '16 at 17:48
  • $\begingroup$ By applying rotation and scale, I mean to be sure all meshes are on the same base (same scale, same rotation). To do this, in object mode, "ctrl + A" (apply) then "rotation and scale". (nothing to do with keyframes). Concerning root bone (adding a bone which is the parent for all), this allow to move the whole and give each part the ability be rotated or move from the referent parent (the root bone), so that your drone has a consistency between all its parts. $\endgroup$ – lemon Jul 12 '16 at 17:59

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