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When changing a rig from generic to humanoid it breaks the animation
I made a character in blender base on the blender build in metarig and imported into unity. (no new bones are added and nothing has been change to the metarig)
The animation that I created for this character works fine in the generic mode and appear the same as the animation in blender. But when I change it to Humanoid mode the animations messes up and the arms and legs are rotated but when I go into blender the animations are how they are meant to be.
Answer by theANMATOR2b · May 27, 2016 at 12:50 AM
Most likely the metarig (Max artist guess) doesn't match the humanoid rig structure in Unity. What Is the a reason you are setting up for humanoid?
To have a skeleton play nice with mecanim humanoid - the rig MUST match the humanoid rig structure. This isn't 100% true for more experienced users of mecanim, but for users not experienced in setting up complex avatar and transform masks, and setting up detailed state machines to control the different layers within a more complex skeleton - the statement is true.
Match the humanoid rig structure from Unity - in blender and all will be fine when bringing in to Unity.
I want to be able to use the different layers so I can do walking animation separately to the upper body animations also I can use the free animations that I found. I would do it with the generic but Unity doesnt allow me to do it.
I used the basic humanoid rig that blender comes with, but I only use the bones. Doesnt that already match up with the Unity rig structure?
It a little annoying because I made an FBX T pose and that seems to work fine with the free animations with no issues but when I use the copy of the same file for the animations it just messes up.
I'm not a blender artist - only you can answer if it matches the humanoid rig structure. pull in a mecanim humanoid rig from one of the asset packs into blender. See if the bone structure matches.
How about the avatar definitions? $$anonymous$$ake sure the avatar definition for the rig AND for the animations you create are from that model. See if that is the problem.
That didnt really solve the issue, it would just have slightly different rotations but still not the same as the animation in blender.