I have a number of rigged models with Actions in Blender that I am directly importing to Unity (not as .fbx, but as .blend). In many cases, these animations are mixed, with the lower part of the body displaying the movement and the upper part the attacks. For this reason, I would like to be able to use a Transform.LookAt() on particular bones in the upper body during the LateUpdate(), so that my model’s upper body it pointing at the target, even while moving.
My problem is that the individual bones in the armature are not transferring into Unity with the correct axes or rotations. When I try to rotate the upper spine (for example) around the Y-axis, I get rotation around the X-axis. In addition, the bone is not at a rotation of 0,0,0 at idle or in T-pose in the unity inspector, so I have to store the “original” rotation after import (say (32, 4.6, 20)) and add and subtract from that on the wrong axes. I’ve already tried setting the bone rolls to zero in Blender, and also Ctrl-A in object view to set rotation and scale. I’m sure there is a simple command to set all my bones with the correct axes and at 0,0,0 euler rotations on import, but I have no idea how to do so.
I’d appreciate any suggestions! Thanks!