I am using blender to import a humanoid model into my unity application. I am currently having an issue in my unity application, I have an external sensor strapped to my leg which sends quaternion data to unity making the humanoid mimic my movement.
The issue I am having is when I lift my leg to the side (SHOULD BE pivot around local z axis) the unity humanoids leg is twisting (pivoting around y axis).
I have tried loads of different approaches to try and swap the y and z axis in my unity application but this just isnt possible using quaternions.
I have decided to see if I can alter the axis on the bone in blender, I basically want to swap the y and z axis so the local z axis is top to bottom and y is front to back.
When I lift my leg to the side I would like the humanoids leg to pivot on y instead of z.
I'm finding it really hard to explain my issue so please feel free to ask any question, it would also be helpful just to know if this isnt possible so I dont waste even more time.
EDIT - Export Settings & Disconnect Screenshot (Refer to Comments)
After disconnecting the parent bones as @Nathan suggested in the comments it seems to have swapped the z and y axis as required but I now have a different issue. When I lift my leg to the side the unity humanoids leg moves to the side but disconnects from the joint.
This is what blender looked like after disconnecting the bones which I wasnt sure is correct