Skinned Mesh Renderer - bound rotation

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?

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Here’s the root bone. My second (perhaps the more important question) is should I be seeing clean values for the position, rotation and scale? Should these ideally be 1’s and 0’s?

I have the same question! Has anyone figured this out?

By the way, well done on figuring out the rotated bounding box comes from the root bone - I hadn’t managed to connect those dots.