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How to change Z-direction from Blender imported Mesh/Armature?
I have tried to learn to use Mecanim with DudeAvatar sample animations and my own rigged character.
I have rigged this sample character with Blender 2.65 according this videotutorial (Making a Mecanim compatible rig in Blender). After that I have imported the blender file into Unity3D 4.2.1 and started to Rig character (Inspector: Animation Type Humanoid, Avatar Definition Create From This Model). After that I started to configure the character and the problems emerges…
Enforce T-Pose kind of looks like the character and the rig are pointing into different Z-directions? If I reset the pose situation it looks like this and sample bind pose look like this. Everything gets even worse when I try to test the muscles…
Enforce T-Pose mode look like this. Reset mode looks like this. Sample Bind-Pose mode looks like this.
If I create a new animator and test my character with DudeAvatar sample animations it look like this. The Character is pointing minus Z-direction and the Rig/Armature is pointing plus Z-direction?
I have fight with this issue for three days now and I can't figure it out by myself, I need help!
I have tried FBX-format with Z-forward but that doesn't work either. You can download the sample files from here.
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