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FBX from maya importing to Unity with wrong joint rotation
Hi, I'm working on a project that needs to read the joint data from motion capture device to reconstruct the motion. I already have a model in MAYA where all the joint are having Y axis up-pointed. However, when I import that model to unity, many koints' rotation changed. I've tried different importing method including exporting a FBX then load to Unity and ecpoting to unity directly. I've also changed the default rotation in MAYA from XYZ to ZXY. But the problem still exists. The mesh will twist since due to the wrong rotation as shown in the picture below. I've googled a lot but still not find a solution.
Answer by Spip5 · Apr 11, 2021 at 01:42 PM
Not my area of expertise at all, but i saw this ealier this year on Unity courses. Maybe you will find answers there : https://learn.unity.com/project/the-maya-to-unity-pipeline?language=en
Thank you for the information! Now I think it might be the problem of the motion capture device and I'm looking at it!