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Blender rotation import with skinned mesh renderer
Hi, I have an issue with the Skinned Mesh Renderer.
I have a character with an armature in Blender. I'm able to export it and to use it in Unity3D. I added a shirt to my character in Blender, and now want the shirt to follow the movement of the character's skeleton in Unity3D.
Therefore, I imported the shirt and added a "Skinned Mesh Renderer" component. Unfortunately, as soon as I added the "root bone" parameter of my character's skeleton, the shirt was automatically rotated! That's the issue. :)
Here is the screen shoot of the set up in blender :
Here after import, and before using the Skinned Mesh Renderer on the shirt:
And finally here when after using the Skinned Mesh Renderer on the shirt (and applying the root parameter): (I cannot put more attachment to this question, but just picture the shirt now below the avatar, like if it did a rotation of about 180 degrees on the global X axis).
I tried to change the rotation of the shirt in Blender (with and without the method to correct the rotation when you export from Blender to Unity (-90 > CTRL A > +90 ...)).
I tried to export in FBX and change the main axis But nothing worked.
Note that I cannot change the orientation of my avatar, since it is generated by MakeHuman in Blender. Also, I don't want to join the shirt with the avatar, since it will mess up the UV map.
Edit: corrections.
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