Humanoid type animation made from Blender doesn't work with other humanoid object
I have some glitches with importing animation from Blender for Humanoid types.
First, I tried with pure Blender file and there too many errors. So I tried with FBX, now it seems work but most of animations have wrong rotations in some of the bones.
For now, I solved by change Root Transform Position to Original, it seems work to me, however when I assign animator controller to other object that not exported from Blender, it has weird rotation result:
Left soldier(smaller one) exported from Blender and Right one is not exported from Blender(maybe). I tested with another models from Asset Store and every of them has same issue, pose is little bit twitched, rotated.
Applying experimental transform option doesn't change anything, I have no idea how to fix this.
Also is it ok to add some additional bones in Humanoid type? In my model, I made another model named "Gun" and parented to Root bone, however as you can see the picture, weapon is not located properly. I checked the position of Gun bone and is in wrong location, even in the preview of inspector.
Right soldier doesn't have own bone for control the weapon, instead weapon is attached to hand directly. I think this might be handy but has some limitation, for example how to seperate weapon from the hand some animation, for instance dropping gun when he dies? It could be done by hide the gun and instantiate another gun immediately on dead, but it must be requires some physics computation and that's really want to avoid to me.
Anyway the second question is not important right now, my big problem is how do I fix the wrong position in my case.
If you have any advice, please let me know, so that I could try to fix, thank you.
You never let static weapon inside root bone. You put weapon inside hand bond(hand transform). So weapon move along side with hand whenever the hand move