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Question by Kimmoke · Oct 10, 2013 at 12:08 PM · blendermecanimrigxyz

How to change Z-direction from Blender imported Mesh/Armature?

I have tried to learn to use Mecanim with DudeAvatar sample animations and my own rigged character.

I have rigged t$$anonymous$$s sample character with Blender 2.65 according t$$anonymous$$s videotutorial (Making a Mecanim compatible rig in Blender). After that I have imported the blender file into Unity3D 4.2.1 and started to Rig character (Inspector: Animation Type Humanoid, Avatar Definition Create From T$$anonymous$$s Model). After that I started to configure the character and the problems emerges…

Enforce T-Pose kind of looks like the character and the rig are pointing into different Z-directions? If I reset the pose situation it looks like t$$anonymous$$s and sample bind pose look like t$$anonymous$$s. Everyt$$anonymous$$ng gets even worse when I try to test the muscles…

Enforce T-Pose mode look like t$$anonymous$$s. Reset mode looks like t$$anonymous$$s. Sample Bind-Pose mode looks like t$$anonymous$$s.

If I create a new animator and test my character with DudeAvatar sample animations it look like t$$anonymous$$s. The Character is pointing minus Z-direction and the Rig/Armature is pointing plus Z-direction?

I have fight with t$$anonymous$$s issue for three days now and I can't figure it out by myself, I need help!

I have tried FBX-format with Z-forward but that doesn't work either. You can download the sample files from here.

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