My avatar has a simple animation that spins a single bone.
This animation was defined in the Unity editor, and added into the Additive controller as an extra layer.
Both in the editor preview, as well as in the game view when pressing the play button, the animation is rotating on the correct axis.
However, when building and testing the model in-game, the bone is rotating on the Y-axis instead.
I cannot tell why this is happening or how to fix it. Toggling Apply Root Motion on or off does nothing.
I noticed that the Armature object itself is rotated about -90 degrees on the X-axis to account for the disparity between Blender’s Z-up, which could account for this. However, re-exporting from Blender with the model intentionally rotated as to make it rotated 0 degrees on the X-axis when upright does not fix this issue.
I’ve restarted Unity, the game, re-exported the mesh several times, tried to animate it from both Blender and Unity, and the animation remains on the wrong axis no matter what.



