Animeeple

Hello everyone,

I’m using the Animeeple software to combine charaters and animations, then export everything as FBX to Unity. Everything works fine until I drop the character into the scene. It’s either rotated 90° to the side or half under the ground. But only in edit mode! As soon as I press “play” in the Animation toolbox or just start the project, the character pops to the correct position and the animation plays as expected. Problem is, I can’t place the character correctly because I can only guess it’s real position.

Thanks for your help,

Yhoko

I’m not sure how Animeeple works with exporting but I’ve found that if you drop in a freshly baked out FBX character, it will start in the position it was when you baked it out. But if you select an animation from it’s animation component and scrub a little in the timeline it will should jump back to that animation pose.
You should only have to do that once though, see if that helps.

Unfortunately when you move the animation time slider in Unity, the “record” button gets activated and all following changes won’t be saved. As soon as you stop the animation it jumps back like if you didn’t move it at all.

I don’t know if it will help you at all. But one of the suggestions when importing animations from Lightwave, is to make everything a child of a null/root object (which you don’t animate), to get around the problem of rotated animations. Maybe that will help in your case too?