Quick answer: Match the rig and skeleton between model and animation, set the correct import scale and axis, and configure the rig and avatar settings so the animation maps to the model.

Animations that distort after import are a rig, scale, or settings mismatch between the model and the animation. Aligning them fixes it. Here is how.

How to fix it

1. Match the rig and skeleton

The animation must target the same skeleton as the model. A mismatched or differently-named bone hierarchy makes the animation map wrong, distorting the mesh. Use a consistent rig or a retargeting setup.

2. Fix scale and axis

A wrong import scale or up-axis makes the model or animation huge, tiny, or rotated. Set the import scale and axis to match your engine's conventions so the animation plays at the right size and orientation.

3. Configure rig and avatar settings

The import rig type (generic vs humanoid) and avatar must be set so the engine knows how to apply the animation. Misconfigured rig settings are a common reason imported animations do not drive the model.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.