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Question by DuxDucis · Dec 09, 2012 at 05:36 AM · rotationmecanimanimations

How to solve Mecanim and Bootcamp animation rotation problems?

Hey, I want to use the bootcamp model for an AI showcase in my game, my problem is once I set it up in mecanim and make an animation controller using it's OWN animations they all work well, except the crouch and reload ones. This is what happens, the animation when tested with the soldier model is rotated in the X axis by 90 degrees and the rotation offset only modifies Y. So when I play it, the soldier just transitions to say a 90 degrees rotated position... looking down. The weird thing is, if I retarget the animation to any other thing, say the Mecanim Example character, the reload and all other animations work perfectly fine, without the rotation. I've already tried Bake Into Pose and nothing, and this only happens with the Bootcamp model and it's own animations. Using other models or the legacy anim system it works fine, but how can I solve this. And one quick question, how can I import the animation so I don't enable it to move the root in X and Z axis, but just in the Y? Thanks

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avatar image Enrique SubZero · Dec 13, 2012 at 08:28 PM 0
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Hi, I also tried this but when I put the animations in mecanim the feet are rotated about 90 degrees. (see my post here http://answers.unity3d.com/questions/356707/animations-from-bootcamp-demo-with-mecanim.html) How did you manage to get those normal animations working in mecanim? Did you do anything special?

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