Import max CAT animation, pivot orientation problem

Max bulit-in CAT set the y axis point to character front.

In Unity, character front should be z aixs.

For non-CAT object, i can rotate the pivot in Max to the same as Unity, so no problem.

For CAT skinned object, i can’t rotate CAT pivot, character front have to be y axis, so problem happens after export fbx to Unity.

I google few hours, and still cannot find solution.

I haven’t used CAT in a couple months - I seem to remember if creating the rig in the front viewport everything worked as desired.
Try that.

CAT is special, pivot direction is fixed no matter which viewpoint you create it.

Pelvis front is always y axis.

I seem to remember the orientation axis not mattering in Unity if the rig was created in front viewport. Its worth a try to troubleshoot.
Also consider parenting the root to a dummy oriented correctly before export.
Also Parenting the root to an empty game object in Unity.

Have you googled “export cat rig to unity”?
Seems to have a lot of info about it.

I think i got the solution, offset rotation on each animation clip.

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Glad you found a solution that didn’t require re-rigging/re-skinning - having to do that is SO demoralizing.
Looking forward to seeing some of your animations. :wink: