Eyes turn 180 when trying to do rotation states
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Hello Forum! I’ve run into an issue where the avatar's pupils rotate 180 degrees when I try to set up the eye tracking. The strange thing is that this doesn't happen in Blender, and trying to reverse the eye bones doesn't fix the problem; it might be a quirk of the head model itself, though I have my doubts about that.

If you don't install them, then everything is fine—just as it should be. However, in that case, you'll need to set the rotation of each eye to 180 degrees in the Unity rig.

Logically, I should just be able to go into Blender and rotate the bones 180 degrees in Edit Mode, but for some reason, Blender won't let me do it. I can move them and scale them, but I can't rotate them 180 degrees it makes no sense.

I use Adonis head https://gmsboxvr.com/b/ADec7 -
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Make sure that the armature bones for the eyes are rotated towards the correct direction/axis.

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If you did rotate the bones and re-exported the FBX with proper settings, and it is still acting up, it may be some other issue. AFAIK vertex groups can also inherit data to form/shape/manipulate a mesh in unwanted ways. Maybe there is something messing up with the setup of the head base.
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