Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by MaVCArt · Aug 08, 2013 at 10:00 AM · animationfbx

Animation axis problem

Jump Animation Attachment

Attached to this post is a .anim file (in a .zip archive) that I am using in a project I am using. It is a simple jumping animation, created using 3Ds max 2013 x64 using the biped animation system, and exported into a .fbx file with ASCII 2012 encoding, Y-axis up. The import settings in Unity have been set to Humanoid, and the avatar has been set up.

If you download the file and try it out, you will notice that the default Unity animation preview model has its root bone rotated 180 degrees around the x axis, resulting in the spine of the character pointing towards the ground.

The weird thing is the following: the animation looks fine on the model I am using. What's even stranger is that I am using this animation in conjunction with Mixamo animations, which also look fine on this rig, but also preview correctly, which this animation does not. This would not provide a problem were it not the case that I am also required to use this animation on a different model with the same rig - on that model, the animation DOES flip the spine.

I have tried everything from flipping axes, changing pivot orientations, exporting to a different up-axis and even re-parenting the root bone to a static dummy, but nothing I have tried has resulted in a useable solution.

So, it would be a great help to me if someone could help me out here, I'm pretty much out of ideas of how to solve this at this point :)

If there is any information I left out that you might need to help solve this, please say so and I will do my best to provide as much information as possible.

run_jump.zip (51.5 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by MaVCArt · Aug 12, 2013 at 09:25 AM

I have still not solved this issue, so far I am thinking the most likely source of the problem is some kind of local transformation, but I haven't been able to fix anything even factoring in this "discovery".

Will keep updating, but in the meantime I would really appreciate some help :)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

14 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Mecanim: change the animation even though it is not finish in playing 2 Answers

Do link conststraints work in Unity ? 3DS Max to Unity3d 1 Answer

Multiple FBX Animations 1 Answer

Export Maya Animations to Unity But It Shows Nothing 0 Answers

FBX mesh not showing up in game 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges