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Dealing with Humanoid Animation Import issues
Hi,
I made a character in Blender and used Rigify for rigging it.
Everything looks perfect in Unity, if I use the Generic type of Avatar (example working animation):
However, if I change the Avatar type to Humanoid, at the first glance it works fine, but there are a lot of small discrepancies in between the original and resulting animation (example broken animation):
I tried messing around with the import settings for days (compression etc.). Did a lot of web searches as well, but am not close to figuring out how I can fix this.
Some fixes include messing with the Rig, but I do not want to break the generated one from Rigify.
I was thinking if maybe there was a way to disable/control the Humanoid retargeting for this model (I still need a Humanoid avatar for IK functions within code) as I see in the Retargeting Quality Report what's been adjusted.
Or I could just buy an asset from asset store that implements Generic avatar IK control from scripts.
Any thoughts?
Thanks!
Answer by laurG · Feb 28, 2019 at 10:06 PM
The animations ended up looking like this because I moved the bones too much to fit the position of the character model when I made the rig.
Instead, I adjusted the character model to the rig. I also found this helpful: Using Blender and Rigify
And I also used the Legacy Rigify so I can use this script to made some adjustments to the rig so it works with Unity Rigify4Mecanim
Lastly, I remove all widget meshes from the scene, select only the Rig and the Character Model, I export the .fbx file as ASCII with the tick for Only Deform bones and Selected Objects.
Hope this helps other people too.
Could you please explain more about " I moved the bones too much to fit the position of the character model" Did you mean in Blender? Fit which position? Please help :(
I've got the similar issue here: https://answers.unity.com/questions/1839318/gif-attached-generic-type-animation-play-accuratel.html
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