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Humanoid animation created in Maya has incorrect Thumb rotation when brought into Unity.
Hi, I have an animation created in Maya which holds an object. While holding the object, the thumb of the hand is closed appropriately enough to hold the object. However, when the same animation is brought into Unity, the thumb finger is wide open, while all other fingers are folded appropriately.
I have tried adjusting the Thumb finger Stretch and Spread values in Muscles and Settings tab while configuring the avatar, but of no use.
Having the same issue four years later. Can anyone help?
Answer by meat5000 · Jan 23, 2018 at 11:27 AM
Go back to Maya and check the Bone Roll on your rig for the thumb bones. Align along z (I Imagine) for the direction of movement.
Or could be an 'unapplied' Rotation.
Verified the Bone Roll on the rig for the same and direction as required. Issue still persists.
What can be done to resolve an 'unapplied' rotation.
I dont use maya but it could be this : https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/$$anonymous$$ayaLT/files/Transfor$$anonymous$$g-objects-Set-transformation-values-to-zero-htm.html
Apply the current transform as the 'zero' position You should also check the breakdown of the particular keyframe in question to see what rotations are actually happening there. If has bone has gone 360 wierd things can happen.
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