Animation interfears Player-Movement

Hello.

I got a lot of help from this site so thank you guys and I hope you can help me with my new Question too.

I’m setting up my Player. It’s a human-like model with a basic armature with which you can control the whole mesh. It’s just a test model because my real model wasn’t that easy to set up and it was bugged.

I did only animate the arms to try stuff out. The animation is just the Model having his arms as it would hold a gun. When I then got into Unity and tried setting it up so that it can bend it’s back and head with the help of the MouseLook-Script I faced a problem:

When I attach the Mouselook-script directly to the bones the animations play but the rotations of the bones are weird. The Mouse-Axes are inverted so for example if i mouve the mouse to the left and the right it bends and if I move it up and down it horizontally rotates.

A way to fix this is to child each bone to an empty gameobject which has the right rotation. The problem is that whenever I do this for any parent of the bones used in the test-animation the animation doesn’t play anymore.

Is there any way to let the animation still play even when you destroy the prefab property of the armature … or is there a way to fix the rotation-problem without blocking the animation by changing the hirarchy of the armature?

I hope someone can find an answer to this problem. If you need more information let me know and I will post it.

I’m hopefully gonna hear from one of you soon.

Best Regards,

Marius ‘ExTheSea’

You can rotate the bone itself in your modeling app so it’s oriented the way you want, or

You can consider the bone’s default rotation to be the identity, and alter your rotations accordingly (using Quaternion helper functions), or

You can rotate the bones according to the armature’s parent object’s local space, instead of the bone’s local space