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This question was closed Dec 07, 2016 at 11:41 PM by Decreationist for the following reason:

Question is off-topic or not relevant

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Question by Decreationist · Dec 05, 2016 at 06:00 PM · animationimportanimations

Animation import issues Cinema4D > Unity.

I've made a human character for a small prototype in Unity, I've also made a whole bunch of animations for it, character's rigged using the Mixamo autorigger and animates perfectly fine in Cinema/Mixamo.

When importing animations into Unity and using the created Humanoid skeleton Unity responds with:

"mixamorig_Spine2 is inbetween humanoid transforms and has rotation animation that will be discarded, and the arms of my character are then stuck in a t-pose while the rest of the character animates.

I've tried switching the chest-transform in the Avatar (spine2 is the one connected to the shoulders) but this does nothing.

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Answer by Decreationist · Dec 07, 2016 at 11:41 PM

While the issue has not been resolved, I've nailed it down to the .fbx exporter in Cinema4D, it seems to remove certain keyframes altogether, even on re-import into cinema.

I'll mark this as closed as this is not the right place to discuss the issue.

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