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Problems with using animations for a model that has different proportions
I'm having some problems with getting animations to look OK with a model that I'm plugging them into. I have a human-looking character that I've been making animations for and its proportions are very similar to a real humans. Now I have a goblin character that's human in shape but has different proportions like larger chest and torso and shorter limbs. I plugged in the animations from the human into the goblin and its matching the overall movements of the animations the way it's supposed to. But there are some problems and inconsistencies between the two models animating.
The main problem that I just can't figure out or find a solution for is the fact that the feet are going through the floor during animations where there's movement in the legs. The feet of the original human model do not go through the floor in its animation, but for some reason they do in the goblin. And the start and end of the animations are fine with the goblins feet resting at 0. I tried as much as I could find such as turning on Foot IK in the animation state and setting Root Transform Position (Y) to Bake Into Pose checked on and Based Upon [Feet] and every combination of those settings. The avatar is set up fine and just the fact that the motions of the animations are being executed decently makes me think "why is it just the feet?".
I've seen people use animations for different proportioned characters before with little to no fiddling to make them work so I feel like this should be working or that there is a way to have this work. Am I missing something like needing certain bones to match up in position with the human model? I am also noticing that when I play an animation slowly with both models side by side, there is some slight bobbing/jittering as if its stuck to a string and the impact of the animation is snapping it back and forth. This bobbing/jittering is not present in the animations in the original 3DS Max file and is not present in the exported animations being imported back into 3DS Max.
Another thing I can say about the two models is that they both have the same skeletal structure and same bone names, but the goblin was not rigged with IK or character controllers and the human was. This was because I figured that when exporting the animations out of 3DS Max, it just bakes the movements into the bones and doesn't take the IK or character controllers with it. Could this be what's causing it somehow?
To re-iterate, I just want to use these animations from this human character, that I've already made dozens of, with a goblin character and have the animations match up as much as possible with how they animate on the original human character. I'm pretty new to plugging in animations to different characters so I'm probably missing something fundamentally integral to rigs and animations. Sorry this is so long, I just wanted to be very thorough! Thanks!
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