- Home /
Animations are effecting the charecters rotation after play
My models animation is done in blender. All the animations exported perfectly fine. walk, run, idle, and jump all play perfect in the animation window.
But, when go from running to walking, the entire model is leaning forward horribly bad.
I am using the 3rd Person Controller script for movement and animations.
This is a picture of what is happening
Any help or tips would be amazing. I have been stuck on this for a long time now. I did notice that, if I reanimate my model in blender with its back NEVER leaning forward for the run, than it works perfect. But its a run animation, the body is supposed to lean forward.
You need to make a $$anonymous$$aster Bone that is the root of your skeleton. If you have this already this could mean its not selected on your skinned mesh renderer.
In any case, this is behaviour of a rigidbody with no character controller. You often need to add some code to keep things from falling over, or click the x and z rotation constraints on the rigidbody.
I do have a master bone. I was using the mecanim feature, but found it to get in the way of things. Although, it did work perfect, so I may just go back to using that ins$$anonymous$$d.
I have a character controller and a rigid body component added. I also checked the x and z constraints in the rigid body component. But nothing I do seems to fix it. The only thing that I can do to fix it, is reanimate the toon with its back straight while running.... which just looks retarded xD
Your answer
![](https://koobas.hobune.stream/wayback/20220613155616im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
multiple animations in inspector 1 Answer
How to link up animations with the first person controller(not answered yet!) 1 Answer
Animations work great in Blender, but deform the mesh in unity 1 Answer
Animations not importing from Blender 2 Answers
Mesh deforms when importing animated fbx from Blender 1 Answer