I’m working with Mecanim and I need to understand, can I somehow ignore root bone (pelvis) rotation? My avatar mapping is shown on the screen. I’ve got an animation pose, where my character’s got his hips (actually legs) rotated, this causes the root bone to be rotated too. But I need somehow to set it in fixed position to have proper poses when blending with the upper layer (which is used with body mask for upper body). Any advise?
In the animation import inspector, try this:
- Check Root Transform Rotation > Bake into Pose
- Set Based Upon to Original
- Change Offset to the angle where your avatar is facing forward (i.e., undo the rotation built into the animation)