FBX-bones rotation

Hi,

when i import the fbx-Mocap file from “Brekel pro body” into Blender, always the bones are rotated very strange:


how can i fix this?

I would just leave them like that and keep going…

if your using weights and vertex groups the bones don’t necessarily need to be oriented in any particular way… they will still work the way the are there…

I can understand however that it would be visually unsettling to have to work with them that way… but it depends on how much of a time crunch you are under…

if your under a big time crunch just leave them like that…

you will want to uncheck the “connected” option when bone parenting…
but I think you can still get this to work just fine with out reorienting the bones…

still it would be nice if someone came up with a better solution than mine on this however…

their might be someone who has a script that can make quick work out if…

here is a discussion on this very issue however you might find enlighening…

http://forum.unity3d.com/threads/blender-fbx-export-wrong-bone-rotation-relative-to-its-amature.207851/