I made animations from Blender and exported as FBX.

However in Unity, default pose seems fine in edit mode.

enter image description here

But in play mode, spine bones are rotated wrong direction: enter image description here

It's Humanoid type and each bones are set correctly without any error. There's nothing make change to those bones but why it has wrong rotation in play mode?

What am I missing? What should I check about this?

Any advice will very appreciate it.

  • \$\begingroup\$ weird. check to see if your transform is being inverted. Look for -1 on the scale. \$\endgroup\$ – Evorlor Aug 27 '18 at 17:14
  • \$\begingroup\$ You may want to try applying the transformation in Blender first, before exporting - should be something like "Select all Bones (Armature)", "Control+A" "Select Rotation". \$\endgroup\$ – Anonymous Anonymous Aug 28 '18 at 10:44

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