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I have a mocap animation which is wrongly placed and rotated; the root bone is located at X= -184 and so on, and is at about 30 degrees in the global Z axis in the starting frame, which is frame #2.

I've fixed the position through the graph editor, so the location is not an issue, but I don't know how to fix the rotation so that it is aligned with the Y axis for the love of my life.

The solution would be to simply rotate the root bone in pose mode by -30 degrees in global Z; the problem is, how do you do that across all frames?

You can manipulate the local rotation values in graph editor, but not the global ones. Also, is bad starting rotation and location a common motion capture problem? If so, what's the term for that? Here's the blend file if you want to take a look: https://pasteall.org/blend/452db145f94a41c9a650c3438ecde929

Showcase of the problem:

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    $\begingroup$ I think you can just take all those keyframes related to Z axis in your graph view and pull them by 30 down or up(not sure which way is +/-) can you try? $\endgroup$
    – MikoCG
    Aug 12 at 10:46
  • $\begingroup$ No, because those are rotation values in relation to the local axes. It would probably work if there was a way to see global rotation values in the graph editor, but I'm not aware of any such option. Here's what happens if I try to pull it as you say - it changes the local Z rotation value, which is completely wrong: prnt.sc/1nd9f8v $\endgroup$
    – Delano762
    Aug 12 at 11:06
  • $\begingroup$ You can add Child Of constraint with a rotated target, then bake the animation with "Clear Constraints". $\endgroup$
    – FFeller
    Aug 12 at 16:43

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