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FBX import from blender rotation slightly off
I am getting an odd error where an animation from blender is shown correctly in the importer, but when I click apply and then click the actual animation, it has been rotated backwards toward the sky by about 5 degrees. Which makes my character look like they are constantly walking up a hill.
I have tried messing with all of the import settings and I cannot get anything to make a difference.
What is odd is my idle animation always works fine, but any animations imported afterward screw up.
I have read the answers concerning rotation problems from blender to unity but that doesn't seem to be the same thing, as those all seemed to be a full 90 degrees off. where mine is just enough off to look bad.
Answer by clunk47 · Mar 17, 2014 at 10:36 PM
Try in Blender, pressing ctrl + a, then apply rotation. If still not working in object mode, try this in Edit mode to rotate the mesh in Blender, but not the parent.
Woops, sorry I am new to unity answers and didn't see the comment button. If the other message didn't get through I wanted to say thank you so much!
Answer by Budgieboy · Mar 17, 2014 at 09:23 PM
I'm only used to 3Ds Max but this sound like a problem with your pivot point, check out the pivot rotations and make sure they are all matched up and possibly move them to fix the rotation in Unity.
I had a similar problem where I had to match the pivot rotation of a helicopters blade with the helicopter because they for some reason was facing different angles, then I had to rotate them both 90 degrees to make them import the right way in Unity.