I am working on a character I created in Blender and exported to Unity 3D. In Unity, the humanoid character is having some issues with the root transform rotation. I am exporting from Blender with no root transform rotations applied, only simple walk/run animation cycles attached. I then import into Unity and the x value of the velocity for the walk cycle has a value of .038 by default. Under root transform rotation I then have to apply an offset of 2.35 to correct this and have him walk completely straight.
Does anyone know if I should have this set up differently in Blender? Right now I have no key frames associated with the root pose bone, so I’m not even sure where Unity is reading the rotations from. Trying to figure out how to get the velocity to zero, or at the very least understand why it comes in not equal to zero.