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Standard asset animations partly fail on my Blender rigged character
I've just finished my first rigged character from Blender after following a tutorial on YouTube. In Blender it all works as expected and seems fine.
I import it to Unity, apply Automap, and all the mapping seems to be fine. I test it with the Muscles & Settings tab and it crouches, twists and turns as expected - nice.
I then imported the standard settings and set the animation controller on it (from Ethan their test model). I hit play and see it animating but the upper body, arms and head seemed locked and just move in unison while the feet are animating nicely as expected. The arms haven't gone down too and remain in the starting pose. Why???
I tried using different pose options such as enforce T-pose but it has no effect.
The only thing that I did differently from standard is the character isn't in a perfect T pose, and so I adjusted the angles of the rig in Blender to make it more of a T-Pose before exporting to fbx. The fact that the testing of the muscles works fine for the upper body really confuses me as it should surely work then?!?!
Look at the Animator controller window and the states/transitions that are present; see if the parameters, bools, etc are what you expect.
Answer by Nodrap · Dec 09, 2016 at 08:29 AM
Hmmm, just went back to it today and it now works! Looks like a Unity bug must have messed things up. Is all working as expected. Was sure I tried restarting Unity yesterday too! In case its useful I'm using version 5.4.2f2-GVR12 which is a special build presumably based on 5.4.2.
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