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Why is my Animation not Retargeting Correctly?
I have a model that has many animations working fine. I am trying to add an additional FBX animation into the animator for the model (that originally belonged to another model) and it previews fine (when I drag my model to the preview window). But when I go to the animator and add the animation, the preview there, the model is stuck in the T Pose but still animates movement of the entire model.
Correct preview:
Incorrect in animator and in the game:
I have spent several hours importing it as humanoid, swapping avatars and masks, but no luck.
Currently set as humanoid, create from this model:
You can see the preview here is fine, but here it is not:
Any help is appreciated!
I'm pretty sure this is a bug, because if I create a new animator and assign the animation it works. I just don't know how to fix it in my other animator.
I've reproduced the issue by swapping around my avatars on other characters.. and generally clicking all sorts of stuff... so I don't think its an export issue. It is something to do with how unity automatically handles avatars and animations with animators behind the scenes.
This really needs to be exposed somehow to devs because I need to know what is going on.. for example, I swapped around some of my bones on my avatar, saved a template. I didn't like it so I deleted it, but all my models would now use the new template when I reimported them, even though it was deleted. We should really be able to see what's going on here.. and maybe I could understand the problem.
Now 3 of 4 avatars aren't working with ANY of the animations for the animator, ins$$anonymous$$d of the 4 failing to play 1 animation.
I narrowed it down to something wrong with my specific animator.. I'm just going to rebuild it from stratch.
Answer by sarcasteak · May 06, 2014 at 02:45 PM
Another followup for anyone who may run into this issue... I am pretty sure the cause is mixing generic animations and humanoid animations in the same animator. One seemily unrelated (non active) generic animation can cause the whole thing not to work. After remaking the entire animator I still had a problem where no matter what they were stuck in TPose. I fixed it because I found 1 animation that was set at generic instead of humanoid. I had swapped back and forth on animation import types all day yesterday so it went unnoticed.