How to change animation orientation of Mocap data/animations (Root rotation)?

Hello all,

I’m currently trying to create character pipeline using MakeHuman->Blender->UE4.

I’m using the MakeWalk Plugin in Blender and free BVH files from universities for animations. I also use BVH Hacker to finetune the animations and get rid of root motion.

All in all it works pretty well except for one thing. Sometimes the Animations face the wrong direction.

All animations have a T-Pose at frame 0 but then they change orientation. So when i import them to UE4, the character faces left when standing idle and when starting running he changes direction by 90° to forward(some animations face right direction). When I get rid of the rotation of the root in BVHacker the character starts rotating around it’s hips with feet lifting off the ground.

Does anybody now a fix for this. Maybe something can be done in Blender? Or maybe a programm like BVHacker. Or maybe you can import with changds axis so that they face right direction after all.

I tried many things so I would be glad if somebody could help me.

Thanks

Edit: Got it working. I rotated the character in Object Mode by desired degrees and then the animation faces the right direction. This thread can be closed.

Doesn’t work for me. :frowning: If I start with the character rotated 0 degrees in Object Mode then the animation is rotated 90 degrees. If I rotate the character in Object Mode 90 degrees, now the animation is rotated 180 degrees.