Issues with X Rotation in Skeleton When Using Mixamo Animations

I’ve encountered an issue with the skeleton mismatching the model after converting Mixamo animations to GLB using Blender. It appears there’s an extra 90 degree X rotation applied to the skeleton.

I’ve observed similar issues in various Playgrounds featuring animated 3D models. This rotation misalignment hinders my ability to attach meshes correctly to bones, resulting in positional discrepancies.

In the shared playground, there’s a transform node called ‘Idle’, identified as the root node, which exhibits this additional X rotation.

Can anyone help identify the source of this issue? Is it related to Mixamo, Blender, or is there a specific step I’m missing during the GLB export from Blender?

PG: https://playground.babylonjs.com/#KK9Z6D#98

It seems that I’ve provided wrong mesh for the param.

Here is the fixed version: https://playground.babylonjs.com/#KK9Z6D#100

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