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I rigged a model in blender and double-checked that the roll of each bone is 0.

3D Viewport showing model and armature

But after I export the model from blender to another software (SparkAR, but it doesn't matter) - the model looks right but the bone rotation is not 0. The Armature and the first bone has X-rotation -90,00001

enter image description here

How can I fix it, how can I apply bones rotation to make sure it is 0 after export?

Blend file:

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  • $\begingroup$ can you add your blend file to your question? (How to add a blend file) $\endgroup$ Sep 23, 2021 at 22:20
  • $\begingroup$ @MartyFouts I added the Blend file and update the description. Now all bones have 0 rotation except for the armature and the first bone in it. $\endgroup$
    – Rumata
    Sep 25, 2021 at 19:36
  • $\begingroup$ File looks good to me. Perhaps it's a problem with the exporter. What format do you export it to? obj? $\endgroup$ Sep 25, 2021 at 19:39
  • $\begingroup$ @MartyFouts FBX $\endgroup$
    – Rumata
    Sep 25, 2021 at 19:41
  • $\begingroup$ @MartyFouts Yes, it seems it has something to do with export settings... $\endgroup$
    – Rumata
    Sep 25, 2021 at 19:45

1 Answer 1

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By default, FBX export is set to Maya-like axis setup. In this setup, Y axis points to the top, while Z is rotated to the side. Blender tries to achieve this setup by rotating the model by 90 degrees on the X-axis. So you have an option to set Z-axis as up axis in export settings:

enter image description here

But in this case, the model will lie on the back in Y-top Maya-like setups.

Other option is "Apply transform" here, that fixes that problem. But it marked as unstable, and I'm not sure if it works with armatures...

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  • $\begingroup$ Thank you! yes, changing these settings helped me, as well s applying some patches in SparkAR. Thnk you! $\endgroup$
    – Rumata
    Sep 26, 2021 at 19:39

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