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The Model itself is fine when imported but when I activate the Animation all Normals and lighting get Inverted from the Bones.

Result:

Result

Import Settings:

Import Settings

Import Settings:

Import Settings

Blender Armature Settings:

Blender Armature Settings

Blender Export Settings:

enter image description hereenter image description here

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  • \$\begingroup\$ Might wanna add that the normals are correct inside blender at all times. Is this an export bug or is the problem within unity? Anyway I could narrow down the problem? \$\endgroup\$ – AzulShiva Jun 21 '17 at 14:12
  • \$\begingroup\$ First thing Animation system is totally different form your mesh render. Animation works on your rig . So I'm not sure is it work but try to uncheck the import material option and the try to make an material and assign it on mesh renderer . Use PBR material. \$\endgroup\$ – Rakesh Jun 22 '17 at 17:44
  • \$\begingroup\$ That didn't work. I mentioned in the final picture, I have attached a simple cube to the armature and imported it into unity with no materials or anything. Anything initially attached to the armature shows the same behaviour. The animation doesn't have to be running for the issues to occur. \$\endgroup\$ – AzulShiva Jun 22 '17 at 18:34
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There's probably a transformation on the rig in blender, that is being applied to the mesh upon export (or upon animating). In the 3D view port open the properties window with 'N', and check if there is a un-applied transform. i.e rotation != (0, 0, 0) or scale != (1, 1, 1)

To apply the transformation, select the rig (in object mode) then hit ctrl-A, do the same with the mesh (just in case). If that doesn't help, try clearing the transformation(s) with alt-R, alt-G, and alt-S, for rotation, translate and scale respectively. Blender docs

If this doesn't fix your issue, then just hack around the bug. Invert all the normals with Ctrl-N and export it like that haha

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  • \$\begingroup\$ I have done all that and it's certainly not where the problem lies. The problem lies in the ARMATURE and only the armature. You did not read through my question properly. Read the red text on the pictures. \$\endgroup\$ – AzulShiva Aug 29 '17 at 16:02
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    \$\begingroup\$ Rig == armature. I did read it properly, quite thoroughly actually. Can you send me the blend file, I'd like to have a look \$\endgroup\$ – Reuben Crimp Aug 29 '17 at 16:18
  • \$\begingroup\$ oh.. I apologize. Seems like I was the one not reading properly. Yes your solution worked. The model no longer is inverted. However the entire model/rig is now twisted and warped. If you know how to fix the transform without destroying the entire animation I'd be greatful. The bounty is yours anyway. And a free Mac10. \$\endgroup\$ – AzulShiva Aug 30 '17 at 15:02
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    \$\begingroup\$ It's much trickier to fix than I thought it would be. I thought I was done, but it was mirror flipped, which looked fine until I realised the bolt was on the wrong side of the gun.... \$\endgroup\$ – Reuben Crimp Aug 31 '17 at 2:52
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    \$\begingroup\$ Really sorry, but it's beyond my abilities to fix. The only suggestion I have is to invert the normals in blender, OR start from scratch. Maybe someone at blender.stackexchange.com could come up with a better solution \$\endgroup\$ – Reuben Crimp Aug 31 '17 at 6:52

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