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Question by Hamesh81 · Oct 18, 2013 at 01:40 PM · rotationaxispivotlocomotion system

How can I fix the local axis of pivots from a purchased asset?

I bought an animated model from the Unity Asset Store hoping I would save myself some time. ALL of the bone pivots point locally in the incorrect axis! Z points in Y, Y points in -Z and X is correct at least. Basically all the pivots need to be rotated 90 degrees on the X axis.

Now, if I only needed the root bone to be correct I would simply use the parented empty gameobject technique to fix the axis for the root so I can apply my scripts to it. The problem is that I want to use the Locomotion System w$$anonymous$$ch uses the local pivots of the leg bones assigned in the Leg Controller script. And because the axis are all incorrect the Foot parameters do not match the orientation of the actual bones.

There are no contact details on the developer's page and no support page is listed either. The only way I can t$$anonymous$$nk of fixing t$$anonymous$$s is assigning en empty gameobject to EVERY bone and correcting the axis orientation that way, I'll try t$$anonymous$$s next. Any other suggestions?

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Answer by Owen-Reynolds · Oct 18, 2013 at 04:09 PM

I'm t$$anonymous$$nking there is no fix w$$anonymous$$ch would take less time than completely redoing the bones and animation (in Max/Maya/Blender) yourself. Even for reparenting bones -- seems like that might confuse the baked animations.

Probably the best t$$anonymous$$ng is to be thankful you learned to be very careful with outside work, in the perfect way. Spent just enough you'll remember it, but not enough that it really matters. And just what you wrote: no contact info, probably dated from before the locomotion system existed (certainly not specified as working with it.) Any reviews of their other stuff? ... .

Or, "buy somet$$anonymous$$ng cheap first, to check out the quality," w$$anonymous$$ch you did, is also a workable strategy.

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avatar image Hamesh81 · Oct 19, 2013 at 04:20 AM 0
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