skeleton hierarchy

I am trying to use my first character animated in Cheetah3D into Unity, but I have a problem:

I need the bones hierarchy not to begin with the pelvis bone, but instead to have a root bone to which the pelvis and the legs IK targets are parented to. This is needed for getting those 3 main controllers (pelvis, right and left feet) independent one from other - just the usual basic setup for character animation.

But I cannot get it working right: once in game, the character only moves the upper body parts, but his feet stays allways at the same position. I can only guess this is a problem with the hierarchy of my skeleton, as I have seen that the example character provided by Cheetah has the pelvis as a root, and this is the default option in the import settings for animated characters. But this example does not rotate the pelvis at all, because it would also move the feet and this way it would be very difficult to achieve a good walk or run animation.

Any advice will be very wellcome.

Nothing to do with bone heirarchy, rather on which axes the character imports on.

The problem is the same with Cheetah (just read the forums) as it is with many other apps.

Try this:http://forum.unity3d.com/viewtopic.php?t=6081

M

I am sorry, but not: it was just a matter fo hierarchy. I found that you need to keyframe all the bones including the root one. It works fine now. The orientation problem you are refering to is another issue, but so far it seams unrelated to this.