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Question by EvenArmless · Apr 12, 2015 at 09:35 PM · animationtransformbug-perhapshumanoidarmature

why does my detached, animated bones bug up?

Bones that are both detached and animated and not part of the standard humanoid rig appears to be moved to their parents position during run-time. Also their rotations and scales are way off, so I've got three times enlarged eyelids blinking out the back of the neck.

I'm using a humanoid rig and importing .fbx animations. the animations are working apparently correct but with position, rotation, and scale way off it really doesn't look good. I'm using animation layers, but i get the same problem with detached, animated bones in the walk/run animation where all the other bones are correctly placed,scaled,rotated and animated. The thighs works well even though they are animated and detached, but they are part of the standard humanoid rig.

I've tried changing a lot of settings, but I can't find anything that makes a difference.

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avatar image EvenArmless · Apr 13, 2015 at 12:27 AM 0
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I fixed some of it by making bones that connect the detached bones. Facial and other additional bones can be used with "Humanoid" rig even though it appears as if the bones are inactive. see this video if you are having trouble link text

stuff to try that may or may not have any effect:

  1. make the armature so that all bones that are not part of the standard mecanim humanoid rig are connected with un-detached connections to bones that are.

  2. select humanoid rig even if the animation is only for eyelids blinking, this could fix weird placement and scaling.

  3. Enforce T-pos on all assets that use or are animations even if it doesn't appear to make a difference.

  4. you may have to do automap under "mapping" in the rig configuration even if it doesn't appear to make a difference.

  5. check that the correct animation.$$anonymous$$ask.transforms.ticboxes are checked.

I am not sure exactly what is necessary to get it to work or how much changes you can make and keep the connection. I have only tested this using 2 prefabs that are the same but have different names. one instance of each prefab used the same animation controller with animations from just one of them. This worked quite well, eyelids animations are played exactly where they should be and it works well with animation layers and masks at runtime.

still might be nice if someone has some more details or better ways of doing stuff. I'm gonne keep testing some things, i'll post a new comment if i find some limitations.

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Answer by EvenArmless · Apr 23, 2015 at 04:33 AM

Apparently the most important thing is to use the same export format each time. The only one I've tried that works if fbx version 6.1 ASCII. Version 7.4 Binary messes up the positions of additional bones. So the only things you have to do is export .fbx ver 6.1, select humanoid rig, configure and force t-pose if that doesn't work you can try everything else in the numbered list above.

on the other hand if you make changes to the model it will be a lot more lenient. changing, adding or removing meshes makes no difference and removing bones will only remove the effect of those bones in the animations they are used in, the rest will play as normal.

Now my problem is solved but i still do not know the answer to my question - why. could I get a formal written apology from someone?

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