Firstly, Thanks for the response. I really appreciate it.
I was always aware that the fbx exports from any 3d program, whether, Maya or Mixamo, is always defaulting the pivot to worldSpace, but thought there must be a way to keep the pivot local with the characters translations.
We managed to get the pivot set to local on a mocap cycle by using “Root Motion” options in the animation sequence, asset details panel. It actually worked well.
Thats at my work place though.
When i try this methos on the Mixamo fbx it basically kills any transforms on the animation sequence. So it kinda works but not really.
Its weird cause it didn’t do that with the Mocap rig test we did at my work.
BTW, I’m not an animator. But have been dealing with a lot of Mocap and messing around with some of the Mixamo animation of late. Im wanting to use weights to blend between pose/animation sequences.
Its all good if the cycles are say, running, Running to idle etc, and done at origin with no translation.
I’ll keep investigating .
I did look to see if Mixamo exported local - but doesn’t look like it.
Thanks for the feedback man.