I used a dog model for Generic Rig Animation.I set Bip01 for root node.
And the “Root Motion Node” of animation also Bip01
.
the dog is fall over,it’s look like Z axis rotated by 90.i don’t konw why?
In game playing,the dog need “Apply Node Motion” to climb a stage.
So how can i fixed the “fall over” dog to foot stand like in 3dMax.
Try putting your dog character (with the animation) in an empty game object.
i try to use “Reset Xform” in 3dMax.Not Fixed
parent root bone in max to a dummy.
reorient the dummy in max correctly so it is correct in Unity.
animate translation of dummy same as root bone was animated.
export back into Unity.
For future projects - test export into Unity at every development stage (modeling, rigging, skinning, 1st test animation) to confirm orientation is correct.
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This might work also - if you don’t need root motion rotation.