I am exporting a model to Unity 3d. Some parts of the model appear rotated 180/90 degrees. I have tried CtrlA and resetting the location/scale/rotation but to no effect.

I am directly using the .blend file in the Unity Asset window; without using any export file (dae, fbx etc).

Just to mention that the models transforms are ok when in scene view in unity; until I press the play button that is...

In blender (first image) and in Unity:

In Blender In Unity

You can download the model here to check for any problems.

  • $\begingroup$ I don't think you applied the scale/rotation for all of them. Make sure you do this. A -> Ctrl + A. Also try removing the items from the group. $\endgroup$
    – Vader
    Commented Feb 25, 2014 at 12:34
  • $\begingroup$ I did, but i lost the animation on the moving parts. $\endgroup$
    – SyedImran
    Commented Feb 26, 2014 at 4:43

1 Answer 1


As a general rule of thumb, it is a bad idea to animate meshes for use in other applications, there is alot to take into consideration such as world coordinates etc. After animating these, you have very limited control over the mesh in terms of applying transforms or even modifying the mesh later.

Solution, use bones to rig and animate the windmill after applying transforms to the separate parts. Example file with rigged windmill and applied scale and location. By making use of bones to handle the animation, your hard suface model can now be manipulated without the risk of breaking anything else.

enter image description here

  • $\begingroup$ Makes sense now. I was of the impression that the animations should be smoothly exported into unity. Will incorporate your suggestions into my current workflow. Thanks...! $\endgroup$
    – SyedImran
    Commented Feb 26, 2014 at 4:47
  • $\begingroup$ Yikes! this one is dead too! are there any living remnants of the pastall era? $\endgroup$ Commented Dec 28, 2016 at 18:53

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