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Question by Hedonsoft · Aug 25, 2014 at 03:24 PM · animationmecanimmayacurves

Bad Mecanim retargeting results on hands and fingers

I have a Character with a humanoid Rig and retargeted animations from an asset store pack however the hands and fingers are very messed up. I checked the Avatar configuration and everything's mapped correctly. I even tried retargeting the animation to my character in Maya and it looks fine but as soon as I bring it into Unity the hands and fingers go weird again.

Someone suggested animation curves may fix this. Can anyone elaborate or suggest another fix?

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avatar image meat5000 ♦ · Aug 25, 2014 at 03:26 PM 1
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Have you tried resizing your rig? Try it; make it slightly bigger and slightly smaller and observe the effects.

Which is your method of retargetting?

avatar image Hedonsoft · Aug 25, 2014 at 03:41 PM 0
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The method I'm using in $$anonymous$$aya is Characterization with HumanI$$anonymous$$. I set my target and source and choose bake to skeleton. Do you mean resize the source or target rig?

avatar image meat5000 ♦ · Aug 25, 2014 at 03:57 PM 0
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The target rig. I've noticed this exact issue so I'm asking you to fiddle with it to see for yourself.

So, you do not actually perform the Retarget in Unity?

avatar image Hedonsoft · Aug 25, 2014 at 04:21 PM 0
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I first tried retargeting in Unity but this is what's causing the hand and finger issue.

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Answer by Hedonsoft · Aug 26, 2014 at 06:23 PM

I fixed it by exporting from Maya as .mb (ascii) and in Unity choosing bake animations. It's better to bake the animations in Unity I guess.

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