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Animation axis problem
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.
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 :)