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My character has an about 25 meters off by mecanim in Unity 4.3
When I chose Humanoid type of Avatar, my character model has an about 25 meters off and both arms looks like pull to his back, make his chest open and also the hip animation transform become magnified. It is an idle animation with little hip movement but now it look like an character floating around a big circle with wired arms. It seems only the hip transform is magnified, other bones just have offsets.
I had the same issue on Unity 4.2.2, if I chose "Copy From Other Avatar" in my animations. To solve it I found an workaround is to use "Create Avatar From This Model" in every animations and do not click the "Configure..." button at all. I don't know why but it solve my issues, but this doesn't work on Unity 4.3. The floating issue become consistent no matter what I chose.
During my test in 4.3, I found something even more strange, after I click the "Configure..." button it brings the Avatar re-targeting windows. I notice there is an main camera, so I tried to move my root bone to match the camera position, after I apply this change, the 25 meters off just disappear.
Our artist use 3DS MAX 2010 to do the rigging and animation. The Unity Avatar re-targeting looks correct both in 4.2.2 and 4.3.
Is that because the Z-Up and Y-Up? MAX use Z-Up and Unity use Y-Up, so I can see my character model has a 90 degrees off in Unity animation preview window. But it works correctly if I put my character in the scene(Unity auto set a 270 in rotation x), so I think it just a preview problem.
Or anything we should do in character rigging?
I found a way to make my animation looks correct in Humanoid. I notice that in my $$anonymous$$AX file there are some hidden dummies which are not for animation. They don't have any keys. If I export fbx with those hidden dummies, the animation looks correct in Humanoid Avatar. Anyone knows why?