![](https://cdn.userecho.com/characters/97.png?1)
Record the animation on differnt parent, export the clip different
Hi there, I have recorded an attack animation on the root object facing 0 degrees, then I have parented the same root object to a parent with -180 degrees in Y-axis, and recorded the animation. Then un-parented the game object. If I preview them in the UMotion clip editor, both animations face the same direction, but when I export the clip the second animation faces the other way.
Any way to export both animation in the same way withouth redo the animation?
Answer
![](https://cdn.userecho.com/characters/80.png?1)
Hi,
thank you very much for your support request.
Please try the following:
1) Select the exported *.anim (or when exporting to *.FBX select the *.FBX)
2) In the Inspector, make sure that the "Root Transform Rotation" setting is set to "Original" instead of "Body Orientation".
Instead of the parent/unparent trick you could also use the "Offset" field in the "Root Transform Rotation" setting to apply a rotational offset in the future. You could also do that in UMotion by adding a new additive animation layer and then apply a rotational offset to a parent transform (when you want to change the root motion translation direction, make sure that the transform is a parent of the root motion node).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
Please try the following:
1) Select the exported *.anim (or when exporting to *.FBX select the *.FBX)
2) In the Inspector, make sure that the "Root Transform Rotation" setting is set to "Original" instead of "Body Orientation".
Instead of the parent/unparent trick you could also use the "Offset" field in the "Root Transform Rotation" setting to apply a rotational offset in the future. You could also do that in UMotion by adding a new additive animation layer and then apply a rotational offset to a parent transform (when you want to change the root motion translation direction, make sure that the transform is a parent of the root motion node).
Please let me know in case you have any follow-up questions.
Best regards,
Peter