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Question by $$anonymous$$ · May 12, 2016 at 08:30 AM · animationfbxhumanoidstrafe

Why is Unity importing strafe animations with a Z velocity?

I downloaded some strafe animations from Mixamo but when I import them into Unity, the average velocity is being reported as e.g. (0.896, 0, 1.246) which means the character will strafe at a ~45 degree angle instead of 90 degrees to forward. I was expecting the Z axis to be zero.

I've checked the animation file in Blender and it works fine there, the character bones strafe perpendicular to forward. The same when I preview the animation on Mixamo.

Is there a fix to this issue? I surmised that if I could separate the Root Transform Position (XZ) into separate X and Z, then I could bake the Z axis into a pose to solve the problem. Is this possible?

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Answer by $$anonymous$$ · May 12, 2016 at 03:17 PM

Mixamo got back to me with the solution. In case anyone else was stumped, the solution was to ensure the Bake Into Pose is Based Upon "Original" and not "Body Orientation".

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avatar image Ramphic · Jan 11, 2018 at 04:30 AM 0
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Thanks.. that helped me !!

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