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Humanoid Alters The Animation
I have imported an fbx file for my character and the file also include an animation. When I change the animation type for the rig to generic, then the animation looks just like it is intended. However, when I change the animation type to humanoid, then it alters the animation.
For example, in the animation, the character is holding on to an object with both hands. When using generic, the hands are gripping exactly where they are supposed to. But with humanoid, the right hand is not placed correctly on the object. Instead the hand is too far forward, making the thumb clip in to the object. If I change the character's position so that it grips correctly with the right hand, then left hand will not be gripping correctly.
Since I'm using an animation that was made for the character, and the character is using the avatar that was created for it, I would assume that the animation would just work correctly.
I have made sure that all the bones are assigned correctly in the avatar configuration. I have set rotation, position and scale error to 0. I have even changed the muscle settings for each bone so that they are allowed to rotate between -180 and 180 degrees. And yet, it is still not animating correctly.
Answer by 0tacun · Oct 10, 2014 at 04:09 PM
I encountered a similar problem. Try to clear the t-pose in the meancim setup and save it even when they say 'charcter is not in t-pose'
Thank you for the reply, it works perfectly for the current character, but when I assign it to another character, it doesn't animate. So it seems like it falls back on generic, when the avatar is not set up.
Could it be that the second character uses a different rig with longer/shorter bones? I am not exactly certain, but if it is, this would cause the problem. One solution could be Inverse $$anonymous$$inematics.
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