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Custom Avatars Not Orienting Properly During Motion. #3874

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When you create an avatar using Blender, you'll need the avatar's 'front' to face toward the negative Y direction. This will ensure that it will face the 'right' way in Hubs. In Blender, negative Y is designated by the viewport gizmo's green dot with no line.

The other thing to make sure of before you export to .glb is that your model's transformations (position/rotation/scale) are all reset. In other words, Position should read 0,0,0, Rotation 0,0,0, and Scale 1,1,1.
If they are not, you can select the offending meshes and type CTRL+a, then select whichever items need resetting.

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Answer selected by j-conrad
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