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I have a rolling animation with a humanoid rig that has a proper bone hierarchy from Mixamo.  The issue I am having is the animation clip changes the red arrow at the base of the model in the preview window by rotating it to the opposite direction the model is rolling.  For example, it is a forward roll animation like you would see in any 3rd person game like Dark Souls.  At about halfway through the animation, since the model is basically upside down and its root bone is facing behind him, the red arrow in the circle at the base of the model in the preview window points in the opposite direction of the roll.  This is causing an issue when using a Blend Tree because it causes the forward roll animation to go backwards when using a 2d Freeform Direction setting with regular Horizontal and Vertical input axes.  I've tried baking the pose and using all the different options in the preview and I can't figure it out.  I love Umotion Pro and own it and was hoping there might be a fix here I am overlooking.  I'd really appreciate any help or a point in the right direction (short of trying to find another animation).  Thanks!

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Hi Tim,
thank you very much for your support request.

I've taken a look at the back-flip animation that's included in Unity's Raw Mocap Animation package and it shows the same behavior that you've observed. Changing the "Root Transform Rotation" settings in the import settings of the *.fbx doesn't seem to affect that behavior in any way.

I'm afraid that this is by design (of Unity's animation system). I would recommend asking this question in Unity's animation forum, maybe one of the Unity developers might be able to provide you a recommendation how to deal with this specific situation.

Please let me know if there's anything else I can help you with.

Best regards,
Peter

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