Relative positions on model animations are broken
So I have a simple monster model that i want to script an advanced AI for, I made all the animations, rigging, modelling in blender, and now Im trying to set it up in Unity.
Ive been trying to make an AI for it but it has such weird relative positions. I now noticed that the T-pose animation for my model is strictly facing the Z axis which is good, the bad thing is that when I try to make the model have an idle animation or use ANY other animation (except the T-pose) it ends up like rotating a good chunk of degres to the left (-x). So I dont get WHY that is happening?
In blender all my animations strictly face one direction, but in unity the T-pose faces correctly, every other animation faces like ~45 degres to the left.
Any advice will be appreciated, thanks.
When the animations were created in blender, were the animations created with the character facing the same direction as the T-pose facing direction?
Did you create root motion in the animations - and are you using root motion in Unity?
I dont know about root motion, not sure what it is, I followed a tutorial step by step and im somewhat not a newbie in blender so Im sure it was fine.
The thing is I got it working, I just decided to reimport and it magicly fixed all animation errors, weird.
Answer by ayyylex · Aug 17, 2016 at 02:45 PM
I fixed it, I just had to reimport and it managed to work, I dont know why though it didnt work the first time.
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