So I made a set of animations for my rigged and textured character in Blender 3D and they play perfectly fine. However when exporting them to Unity as FBX, the idle animations are out of place, even on frame 0…
Here’s in Unity

and here’s in blender… Unity also has a problem of rotating my model 90 degrees on it’s side whenever i set the motion to the actual root bone… but one problem at a time.
1 Answer
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Can’t really see the problem from the images.
What solutions have you attempted to fix the problems?
Also - you may have modeled/rigged the character facing the wrong direction in blender - which will result in the character facing the incorrect direction in Unity.
There are several threads in the forum documenting this and solutions, in addition to the ample information in the documentation about setting up a character in blender correctly.
I have no clear solution, quisas to export the problem is, I'm not so expert that part ... in terms of the turn, I spend something just had to change the rotation in quaternion Auler, and if in "animation" you give the option of euler angle (quaternion idendity). I hope this will help.
– PhantomSarcasmHm, I'll try that
– AgonyRosesIt's already set to Quaternuon (WXYZ)
– AgonyRosesyou could try changing the scale to metric in blender, or you could apply rotation and scale (Ctrl + A) while in edit mode. then export it.
– BloodBTFI managed to fix one idle animation jitter by moving the knee Ik around.. However the another idle animation jitters I between a transition from one frame to the other.. Even though I explicitly baked the key frames when exporting..
– AgonyRoses