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Question Understanding Unity's Bone Rotation Handling during FBX Import and Converting to Maya System

Discussion in 'Animation' started by Chengye_, Sep 10, 2023.

  1. Chengye_

    Chengye_

    Joined:
    Sep 10, 2023
    Posts:
    1
    Hello everyone! I'm a newcomer to Unity and I have a question regarding importing FBX files. Today, I created a model in Maya and exported it as an FBX. However, when I imported the FBX into Unity, I noticed that the local space rotation Euler angles of each bone (except the root bone) have changed. After some investigation, it seems that the new Euler angles in Unity are a combination of the 'Lcl Rotation' and 'PreRotation' properties in the FBX file. Unfortunately, I haven't been able to identify a pattern or rule between these values.

    I would like to ask for assistance in understanding how Unity handles bone rotations during the FBX import process. My goal is to obtain the local space Euler angles of these bones through a C# script and convert them to the Maya coordinate system for further calculations. Could anyone please provide guidance on how to achieve this?

    Thank you!