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Question by Crioyan · Aug 20, 2020 at 09:26 AM · animationrotationaxisavatar

How do I change the direction the model is facing on an animation ?,How do I rotate the direction that the avatar is facing on an animation ?

I have three animations and a model I made on Blender and imported to Unity, I checked all the on the inspector and the mesh is not facing the right direction so when the animation is triggered the character is facing to a side instead of forward like so:

alt text

and here is a GIF

I tried the method of creating an empty GameObject with the correct rotation and make the mesh child of it but when attaching the movement script it won't work, I have almost no experience at scripting.

 public class Player : MonoBehaviour
 {
     private CharacterController controller;
     private Animator anim;
     private Vector3 moveDirection = Vector3.zero;
 
     public float gravity = 20.0f;
     public float jumpForce = 10.0f;
     public float speed = 50.0f;
     public float turnSpeed = 50.0f;
 
     public GameObject runFaceVar;
     public GameObject jumpFaceVar;
     public GameObject idleFaceVar;
     void Start()
     {
         controller = GetComponent<CharacterController>();
         anim = gameObject.GetComponentInChildren<Animator>();
 
         runFaceVar = GameObject.Find("/legoguyIdle2.0/armature/root bone/spine1/spine2/neck/head bone/GEOFaceRun");
         jumpFaceVar = GameObject.Find("/legoguyIdle2.0/armature/root bone/spine1/spine2/neck/head bone/GEOFaceJump");
         idleFaceVar = GameObject.Find("/legoguyIdle2.0/armature/root bone/spine1/spine2/neck/head bone/GEOFaceidle");
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (controller.isGrounded && Input.GetKey("up"))
         {
             anim.SetInteger("AnimPar", 1);
             moveDirection = transform.forward * Input.GetAxis("Vertical") * speed;
             float turn = Input.GetAxis("Horizontal");
             transform.Rotate(0, turn * turnSpeed * Time.deltaTime, 0);
 
             runFaceVar.SetActive(true);
             idleFaceVar.SetActive(false);
             jumpFaceVar.SetActive(false);
         }    
         else if (controller.isGrounded)
         {
             anim.SetInteger("AnimPar", 0);
             moveDirection = transform.forward * Input.GetAxis("Vertical") * 0;
             float turn = Input.GetAxis("Horizontal");
             transform.Rotate(0, turn * turnSpeed * Time.deltaTime, 0);
 
             runFaceVar.SetActive(false);
             idleFaceVar.SetActive(true);
             jumpFaceVar.SetActive(false);
         }
         if (Input.GetButton("Jump") && controller.isGrounded)
             {
             anim.SetInteger("AnimPar", 2);
             moveDirection.y = jumpForce;
             runFaceVar.SetActive(false);
             idleFaceVar.SetActive(false);
             jumpFaceVar.SetActive(true);
 
         }
 
         controller.Move(moveDirection * Time.deltaTime);
         moveDirection.y -= gravity * Time.deltaTime;       
     }
 
 
 
 }
 

I copied the code from a tutorial.

Thank you.

fd46g54as.jpg (30.1 kB)
fd46g54as.jpg (30.1 kB)
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