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Animation Types: Humanoid vs. Generic breaking my rig
Trying to get an idle and walk animation onto a character to test my rig. I've exported two FBX files that appear to run completely fine when I import them into Maya and Motionbuilder, but when I import the Idle animation into Unity, the eyes stop working (even if I delete, rebuild, and reexport them.)
I know it must be a Unity problem, because when I set the animation type to "Humanoid" mode, the Idle animation works perfectly, eyes included. But once I leave "Generic" mode, the Walk animation stops working and explodes on me. Before I start sharing FBX files, I just need to know if there's something specific that Unity is looking for when I build a rig? Do the different animation types struggle with naming conventions or joint hierarchies?
Resolved!
Turns out the FBX Exporter was baking all the wrong values on my joints, causing random glitches in my exports. When I bake the animation in $$anonymous$$aya first, it exports to Unity perfectly.