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Rotation error for arms (Blender to Unity)

Discussion in 'Animation' started by Sir_WaLeK, Jun 5, 2015.

  1. Sir_WaLeK

    Sir_WaLeK

    Joined:
    Jan 24, 2014
    Posts:
    3
    Hello guys,

    I made a cubic guy in blender and armature for that. Then I made a walk animation and 3 aim animation (Up down and forward we can say). In blender it looks great but when I use these animations in Unity arm rotations change. Here some ss to show the problem. This is how it looks in blender:
    blender.png And when I import this to Unity, it becomes something like this
    unity1.png

    I believe you guys can see the difference between upper arms. Does anyone know how to fix this problem ??
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Disclaimer: Not a Blender user.
    May need to bake the animation if you animated the arms using IK. Supporting info - The character looks like he is standing more upright in Unity. If IK targets were used in blender and the animation was not baked out - the IK key info may not be getting read into Unity correctly.
     
  3. Sir_WaLeK

    Sir_WaLeK

    Joined:
    Jan 24, 2014
    Posts:
    3
    I realised that If I use Generic in the rig option everything is exactly how it should be. But if I use humanoid this happens.