Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

Right now I'm working on a 3D game and I've come across something very weird. When I created the model in Blender, I added an armature named "MyBone" to the stage and attached a cube ("MyCube") to it, so that when I move the armature, the cube moves with it. I exported this as an FBX and loaded it as a Model object.

What I expected to see was:


But what I got was this:


I'm really confused. Why is the mesh I created showing up in the bone list? And what's Root Node?

Here are the .blend and .fbx files: here or here.


share|improve this question

1 Answer 1

I think your model hierarchy is wrong because you must use bones instead of armatures for animated models that will be imported by XNA (I haven't ever used Blender, but some quick Googling produced these results)

And the Root Node is an automatically generated bone that acts as the parent of all the objects present in the scene.

share|improve this answer
I'm not sure I understand what you're saying. Can you explain what is the difference between armatures and bones? Anyway the fbx won't necessarily be animated. –  Itamar Marom Oct 16 '11 at 0:01
In blender, an armature is a collection of bones (sometimes also called skeleton). –  sarahm Jun 17 '13 at 20:56

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.