Rotation gaps happened when blender model imported to Unity
Rotation gaps happened when exported blender models with Rotation 0 imported to Unity.
below image is thumb of 3D character after importing blender models into Unity.
We would like to keep Rotation 0 though import blender models into Unity. How do we solve this issue?
BTW, when export model at blender, checked "-Z forward" "Y up" "Apply Transform" on blender.
In addition, tried below url (addon module), but not fixed.
https://answers.unity.com/questions/319802/rotation-when-importing-from-blender.html
Thanks
Answer by Pinkuboxu · May 08, 2018 at 03:37 PM
Well, I'd need more information and a better description to know exactly what is going on. I think this is the Armatures transform for the Thumb, Right? My guess is IF you are using the Humanoid Rig setup and not the Generic, then you are seeing the changes it makes to any bones that go beyond it's clamping mechanism that tries to keep natural human motion in the bones. When you go to your models file in the projects view, then click on it's import settings in the inspector, you can set up if it's humanoid or generic. You probably want humanoid and if you want to change the rotations for whatever reason, you have to click on the Config button and tweak it from there. The idea is to animate/pose your model in blender so that it matches the constraints that Unity's humanoid rig uses if you can't fix it in the rig configuration.
On the other hand, the easiest explanation might be, if it looks visually fine then don't worry about it.
One other thing I just thought of, speaking of how it looks visually, it may just be how the transforms hierarchy are in the armature. Just because the bone is zeroed out in blender, doesn't always mean that's what it is in unity. That's what I was meaning by if it looks good visually, then it's fine, don't worry about the transforms data.
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