Hey folks,
I’ve just rigged and animated a character in Blender and imported it into Unity. I noticed the bound on the skinned mesh renderer was at an odd rotation.
On playing around I’ve discovered this is all determined by the assigned root bone; if you change the bone it changes the bound
My question is, is it ok to have the bound rotated and tilted like this, or is best practice to have it nice and straight at all times?