Hello everybody,
I’m importing animations from an old game. Luckily, the coordinate system is the same as blender, but the input rotations y axis is always upwards and this clashes with Blender bone orientations. I managed to get everything to work perfectly by orienting all the bones towards the floor. But it is not so good to see:
I would like to have the torso bone in blender from the hips to the head. And the head from the neck upwards.
Is there a trick to do this, or to properly transform input rotations? If I orient the torso and head bone upwards, I have to negate x and y rot axis for the torso and y and z for the head. I don’t know why they are different. This works for the majority of the animations, but she is crazy and likes to jump, roll, swim, etc and when upside down I see some wrong animations.