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Hello so I did some researches before I post this question but I didnt found any solution for my problem

I imported animations from a game but they are flipped on the X axis, the character is left handed when he should be right handed, and its doing that on all animations that I import from the game IS there a way to flip entire animations (so on multiple frames), multiple animations, without breaking them? In the best way possible My goal is to then import those animations to unreal engine to retarget them on a character I found multiple ways but they aren't perfect, First one, I parented my armature to an empty scaled X-1, its the easiest way to do Second I scaled the armature X-1, its good and I dont have inverted normals (on my character) in blender but it is inverted in Unreal Third way, i scaled the root bone X-1, in blender the normals are inverted but not in Unreal Engine (so weird) At the end it gives me weird animations when I retarget, I cant have clean animations, and idk what is causing those problems So Id like a clean skeleton with clean animations I tried to retarget those animations from my "dirty" skeleton to a new one (from rigify for example) with the rokoko addon but the retargeted animations in blender are broken too

If anyone could help me on some of my problems, or give me some ressources that could help me, would be very cool! enter image description here

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Chaning animation is a pain, bc. you only want to invert some of the rotations and finding them per bone, will take ages. However:
enter image description here
These are the import options for fbx (right hand side of the file list). Since I don't know your model, I can't test it, but enable manual orientation and try different forward options. I'd start with positive Z.

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  • $\begingroup$ Yeah I know that but it doesnt change anything interesting in my case, just the orientation of the whole armature, it doesnt flip the bones on one axis, it just rotates it $\endgroup$
    – Dhieen
    Commented Feb 22, 2023 at 19:45
  • $\begingroup$ one desperate move could be to scale the armature to (-1, 1, 1) $\endgroup$ Commented Feb 24, 2023 at 11:35
  • $\begingroup$ Yeah I just put an empty with a scale X -1 but I wanted another clean solution $\endgroup$
    – Dhieen
    Commented Feb 27, 2023 at 23:16
  • $\begingroup$ best of luck, maybe you'll find something when you search for left-handed coordinate system conversion in general $\endgroup$ Commented Feb 28, 2023 at 12:58

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