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Question by AntLewis · Oct 20, 2013 at 03:49 PM · mecanim

Mecanim Anim screwing up character

Hi guys, I'm a newbie Mecanim user and could use a litle advice. I've a human character up and running and I've just dragged a death animation into my project (the one the teddy bear plays in the tutorial project).

When try to play the anim on my character, it effectively breaks his legs (see screenshot). I notice that this anim uses a specific avatar file and screws up when it uses the UnityDefaultAvatar (which is what I'm using). Is there anything I can do to fix this? Is it the fact that there's a different hierarchy in the bones?

Not expecting a solution here - but if you could point me in the right direction (I've watch the tutorial vids) that would be great.

Thanks!

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avatar image infinitypbr · Oct 20, 2013 at 05:39 PM 0
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Is your character rigged properly, set as "Humanoid" and all that? Also, are you sure the animation for the bear is something that can be retargeted?

avatar image AntLewis · Oct 20, 2013 at 05:54 PM 0
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Yip - set up as a humanoid. The bear in the tutorial project uses the DudeAvatar and I am using a different avatar - the rig looks similar (though $$anonymous$$e has more bones). Could that be the issue?

avatar image infinitypbr · Oct 20, 2013 at 06:02 PM 0
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I don't know . Why not create a new avatar from your model to find out?

avatar image AntLewis · Oct 20, 2013 at 06:11 PM 0
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Ah right...my bones are named differently to those in the animation, so I'm guessing this is the issue.

avatar image AntLewis · Oct 20, 2013 at 07:03 PM 0
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Right I've no idea if this is the correct way to do this but here goes. So I've selected the animation (called Dying), selected 'Configure' to view the rig. I've then dragged the character that I want to use for the animation into the scene (called Ninja$$anonymous$$ecanim), and I've dragged the characters bones onto the animation hierarchy. The problem is it's saying :

$$anonymous$$uscleClip 'Dying' conversion failed: Transform 'mixamorig:Hips' for human bone 'Hips' not found UnityEditor.DockArea:OnGUI()

Am I going about this the right way? alt text

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Answer by jfa257 · Nov 10, 2015 at 05:36 PM

If you have characters with the correct humanoid setting(meaning a similar rig to the mapping layout of the unity avatar interface) then you just put it create avatar from this model and you can play correctly the animations from another similar avatar. As long as everything is green, its all right. Doesn't matter if you have extra bones, but the base humanoid hierarchy must be as the avatar layout.

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Answer by glennnn · Aug 21, 2014 at 06:26 AM

you have IK feet turned on .

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