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Test the motion on one moving part before adjusting the entire model.
1. Keep a baseline
Duplicate the project and note the intended destination: your game, engine or model plugin. Record its supported model and animation formats. A motion that works inside an editor may still need a different export workflow for the destination.
2. Inspect the hierarchy
Select the moving part and inspect its parent bone. Temporarily use a simple rotation so the center of motion is obvious. Check whether a parent is also rotating, translating or scaling; combined transforms can make a child look as though it has the wrong pivot.
3. Put the pivot where the joint belongs
For a hinge, the pivot belongs on the hinge line. For a limb, think about the joint connecting it to the body. Use Blockbench's pivot controls on the intended bone, then test the same simple rotation again. Keep a screenshot of the hierarchy and pivot position.
4. Reintroduce the animation
Restore the other keyframes a few at a time. Compare the starting pose, halfway pose and final pose. Check the loop boundary separately. If the editor is correct but the exported animation is not, compare bone names, supported animation features and the target's requirements before changing the geometry.
5. Share a reproducible example
A short clip of one joint, the bone hierarchy and the target version are more useful than a large unexplained project. Mention whether the error exists in the editor, the exported result, or both.
The linked example uses Bedrock; Java plugin workflows must follow their own destination requirements. Bone and pivot reference
1. Keep a baseline
Duplicate the project and note the intended destination: your game, engine or model plugin. Record its supported model and animation formats. A motion that works inside an editor may still need a different export workflow for the destination.
2. Inspect the hierarchy
Select the moving part and inspect its parent bone. Temporarily use a simple rotation so the center of motion is obvious. Check whether a parent is also rotating, translating or scaling; combined transforms can make a child look as though it has the wrong pivot.
3. Put the pivot where the joint belongs
For a hinge, the pivot belongs on the hinge line. For a limb, think about the joint connecting it to the body. Use Blockbench's pivot controls on the intended bone, then test the same simple rotation again. Keep a screenshot of the hierarchy and pivot position.
4. Reintroduce the animation
Restore the other keyframes a few at a time. Compare the starting pose, halfway pose and final pose. Check the loop boundary separately. If the editor is correct but the exported animation is not, compare bone names, supported animation features and the target's requirements before changing the geometry.
5. Share a reproducible example
A short clip of one joint, the bone hierarchy and the target version are more useful than a large unexplained project. Mention whether the error exists in the editor, the exported result, or both.
The linked example uses Bedrock; Java plugin workflows must follow their own destination requirements. Bone and pivot reference
