Mecanim muscle system overrides T-pose
Hi guys, I have the following situation.
I have a humanoid character downloaded from asset store. Avatar is configured in mecanim; everything seems fine
I have a mocap animation from a different source and for a different skeleton system. FBX imported as humanoid, joints configured in the avatar system, retargeting seems just fine.
The animation skeleton system contains less joints than the character
My problem is: those joints that are not driven by animation (e.g. fingers, jaw) are posed the way that it is seen in the character's muscle setup scene (jaw is opened, fingers are bended, etc).
It would be more logical if there is no animation curve for a joint it'll remain in the bind pose or T-pose. Do you have any idea why it's not the case?
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