Mecanim: X/Z axis are swapped

This is driving us crazy: our characters (generic) animations face +X instead of +Z when the animation is imported. In Maya all face +Z, so there isn’t anything we can do on our side :frowning: Also submitting a bug via Unity.

Any help will be appreciated… a lot!

BTW, looking into the Runs.fbx file in the tutorial is even more confusing… that character faces -X and still the anims are properly working… I have two professional animators banging their head on this without sorting it out… some pointers from Unity will be really appreciated.

Can you please log us a bug? and post # here.

We have seem some pretty strange behaviors with some fbx in the past.

Sometimes just setting a KeyFrame on the root of your scene in Maya would fix this… worth trying until we sort this out!

Hi PierrePaul,

the bug has been verified and sent to devs, it’s the Case #503221. In the attached project I’ve sent also the Maya file so you can see that as well :wink: I hope a solution will be found and a fix issued as soon as possible :slight_smile:

Thanks!
Pino

Is there any update on this bug? It’s a blocking issue.

Hi.

Its seems that for some reason, in the Animation Import Tab, the Root Transform Position was set to Root Node Orientation. Just set that to Original and it will be fixed !

Maybe this will help :

Cheers!

Hi Pierrepaul,

actually that’s the default, can’t believe it’s just that! THANKS!!!

That is good news!