Having a problem with joint rotation coming over to Unity. I export from Maya and the rig looks like this and plays correct. But when I bring it into Unity and set it to Humanoid the hand and finger joints looks like the bottom image.
The hands and fingers seems to be rotating 90 degrees when important into Unity. When I set it to Generic it works fine. Im looking to use Humanoid for the extra functionality.
Hello theANMATOR2b, looking into it more that bone is named incorrectly. Its not the twist bone. It acutally is the forarm bone Thank you for spotting this though. We DO have twist joints though. Could just having twist bones in the rig but not assigned be causing the problem?
“The humanoid rig have a few restriction regarding how the T-pose needs to be setup to have good animation.
check the T-pose section of this blog post for more detail Unity Blog”