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Question by Thomas-Hawk · Oct 15, 2017 at 07:37 AM · importblenderblender-exportinghumanoidinverse kinematic

Blender Rigify humanoid animation importing into Unity with SIDEWAYS feet

I've watched every tutorial. 10 times! I've got my humanoid model, I rig it up with Rigify, generating buttons, removing extra skeleton, I turn on the IK for the legs and hands, I use the action editor to get myself a nice little walk animation. The animation plays just fine in Blender, but when I import it into Unity, no matter what, the feet turn outwards, sideways! Even if I set the avatar to use Unity's prototyping "HumanoidWalk" animation, the entire animation is played on my rig, but the feet are sideways like a ballerina, or in the famous John Lennon "Absolute Madman" photo.

My goal is to have a humanoid rigged up for IK.... The IK is being applied on the animations just fine but the feet are still sideways.

I'm scaling properly on export (ticking the button to "off" next to scale on export) Foot bone rolls are 0. On my latest attempt, checking inside of Unity with the humanoid configuring screen shows the mesh is deforming %100 properly with the bones - the character is imported in a normal T-pose, rotating the foot bone rotates the foot just fine. Yet, apply animation of any kind and the feet turn sideways. It's baffling. Beyond frustrating and time consuming. Yet nobody on the internet seems to have the same problem Please, a solution!

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