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Question by Chronicler of Legends · Mar 17, 2014 at 07:28 PM · animationrotationimportblenderfbx

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.

animation broken.png (61.6 kB)
animation working.png (51.4 kB)
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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.

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avatar image Chronicler of Legends · Mar 17, 2014 at 10:58 PM 0
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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!

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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.

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