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I have an animation made with Umotion by copying keys from others clips.

It works perfectly inside of Umotion.

It's a Generic rig.

If I export it at FBX format, the animation is completely broken with all parts rotating in every directions without any sense.

If I export it at .anim it works fine, but it prevent me from doing rotations using SpriteBankingStudio, the character is fixed in one orientation only.

I tried various setting, but I have no idea where to go from there to fix that issue and get the FBX animation export to work properly ?

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Hi giviz,
thanks for your support request and for sending me a repo project via email.

If I export it at .anim it works fine, but it prevent me from doing rotations using SpriteBankingStudio, the character is fixed in one orientation only.

That's most probably because you are animating the objects global position and rotation. The Animator is executed after the Update() method thus any change you applied via script to the objects global position is then overwritten by the values the Animator finds in your animation. The solution is easy: Delete all key frames of the first 3 animated properties (named "Position", "Rotation" and "Scale").

I tried various setting, but I have no idea where to go from there to fix that issue and get the FBX animation export to work properly ?

The Animation Exporter promts you with a hand full of error messages:

It looks like you have assigned your character 2 times to the same UMotion project (that's why you also get a warning message when you apply your character to the Pose Editor). To fix this, switch into Config Mode and click on the "Cleanup" button:

This will remove any of this duplicated transform definitions. When you then export again, you get no error messages and the final *.fbx animation should work perfectly fine.

Please let me know if you have any follow up questions.

Best regards,
Peter

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