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Generic Rig Animation Axis Error By Root Node

Discussion in 'Animation' started by ShadowLiu, May 6, 2015.

  1. ShadowLiu

    ShadowLiu

    Joined:
    Aug 30, 2012
    Posts:
    17
    I used a dog model for Generic Rig Animation.I set Bip01 for root node. 1.png
    And the "Root Motion Node" of animation also Bip01
    . 2.png
    the dog is fall over,it's look like Z axis rotated by 90.i don't konw why?
    In game playing,the dog need "Apply Node Motion" to climb a stage.
    So how can i fixed the "fall over" dog to foot stand like in 3dMax.
    3.png
     
  2. waythewanderer

    waythewanderer

    Joined:
    Apr 6, 2015
    Posts:
    92
    Try putting your dog character (with the animation) in an empty game object.
     
  3. ShadowLiu

    ShadowLiu

    Joined:
    Aug 30, 2012
    Posts:
    17
    i try to use "Reset Xform" in 3dMax.Not Fixed
     
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    parent root bone in max to a dummy.
    reorient the dummy in max correctly so it is correct in Unity.
    animate translation of dummy same as root bone was animated.
    export back into Unity.
    For future projects - test export into Unity at every development stage (modeling, rigging, skinning, 1st test animation) to confirm orientation is correct.
     
    ShadowLiu likes this.
  5. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    This might work also - if you don't need root motion rotation. :)