I want the bones rotation of my model to be at 0,0,0 when exporting. But it automatically sets the rotation of the bones to the the first frame of the last animation used. I cant seem find anything on the internet about this and I've been looking for ages. How do i fix this?.


Make sure the action isn't still associated with the object, either via the action editor or NLA. To see if an object has an animation look at the outliner

Animation in outliner

Here the Cube has an action (CubeAction.001) a driver and has NLA tracks. The camera has no animation.

How to clear all animations.

Select all the bones (pose mode) and clear transform enter image description here

You can make a "zero" animation action here by inserting a LocRotScale.

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  • $\begingroup$ But when i save & reopen the file it goes back to how it was before. The transform doesn't stay. $\endgroup$ – name Oct 13 '15 at 12:58
  • $\begingroup$ Is the action still linked to the object? via either the action editor, or NLA $\endgroup$ – batFINGER Oct 13 '15 at 13:00
  • $\begingroup$ I think so. How can i tell, does it have anything to do with this problem?. $\endgroup$ – name Oct 13 '15 at 13:31
  • $\begingroup$ Has anyone got a solution?, i need to fix this as soon as possible so i can continue with my progress. $\endgroup$ – name Oct 14 '15 at 9:09
  • $\begingroup$ Edited my answer to show how to tell if your rig has animation data. Given I provided it as answer, yes It may have something to do with your problem, or at least I'm under the impression it does. If the property gui elements are (at least in default theme) yellow or green, then you have an action, if they are grey but set it is most likely NLA. Does it export ok after you have cleared the transforms. $\endgroup$ – batFINGER Oct 14 '15 at 11:41

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