I have a mesh with shape key animation. I use actions in order to get separate animations after exporting this model to Unity.

Everything looks fine in Blender.
But after export to Unity, when I call an animation, the model becomes very small and turns at the wrong angle.

Maybe I shouldn't apply location, rotation, and scale after I finished creating and animation shape keys... But still - everything looks right in Blender, so is there a way to fix this problem with exporting to Unity?

Thank you very much in advance!

  • $\begingroup$ I had this problem too in Unity. I couldn't figure out how to work around it. I had to apply the rotations,scales, and positions BEFORE creating animation/shapekeys. $\endgroup$
    – TTTTTTa
    Commented Apr 12, 2017 at 21:24
  • $\begingroup$ @TTTTTTa I see, good luck to you in your animations! $\endgroup$
    – Rumata
    Commented Apr 12, 2017 at 21:25

1 Answer 1


To fix the scaling issue, be sure you select your mesh in Object mode and check the scale transform. If it's not set to 1.0, apply your scale by pressing CtrlA and selecting Scale from the drop down menu that appears. If you're using an armature, make sure your mesh and armature have their scales applied before binding them together.

To fix the rotation issue, check that any rotation changes have also been applied, similarly to how you apply scaling changes. If you're exporting with FBX, change your Up and Forward directions in the FBX export screen to the correct directions for your mesh.

  • 1
    $\begingroup$ Welcome to BSE. I added keystroke formatting to your post. To learn how to do that yourself in the future, you can click the edit link and check what I changed. You may also want to take the tour. $\endgroup$
    – user27640
    Commented Jun 5, 2017 at 22:23

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