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Question by artie · May 17, 2013 at 03:38 AM · animatormaskavatarmechanimik

Mechanim - should be simple, but...

Ok I'm new to Mechanim but I've been over the docs and tried a bunch of stuff, I'm lost.

Have a humanoid that I want to just kinda sit there. I have no animation defined, that is no curves. I have hand IK targets. Think of this as a guy sitting at a work station just moving things on a console in front of him. So I move the IK targets a little. For the hands, this works just fine.

What's killing me, his feet go all hyper-yoga! I'm using the sample IK script that comes with Mecahanim tutorials, so I set the hand targets (again just fine), but no foot targets. I expect him to maintain the pose I put him in 'manually' by adjusting hips and knees and feet to get him in a sitting pose. And do nothing at run time. But his legs go crazy (not moving, just pretzled). I tried setting a Mask to turn off IK for feet and legs et al, no help. Maybe I'm not doing that right? I went to the controller (idle/run/walk sample), which never goes out of Idle of course, and set a new layer with the 'no feet/legs' mask. Also on the script, I set 0 weights for foot weights. Still no help.

Please help

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Answer by bodec · May 17, 2013 at 03:47 AM

Do a search on YouTube for animation unity4.0 ,there is a great tut on it.

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avatar image artie · May 17, 2013 at 04:14 AM 0
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Any particular url? The 40 $$anonymous$$ute one I found is far more involved than I got to believe the answer to this is

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Answer by TonyLi · May 17, 2013 at 03:33 PM

The tutorial is worth the 40 minute viewing time, but to answer your question: Every avatar bone needs at least one influence from an animation. You could just assign a basic T-pose and then control everything through IK. To do this, you'd drag the T-pose into your Animator window, right-click on it, and select Set as Default. Or you could use a "sitting at workstation" animation to reduce the amount of IK computation.

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