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Question by Salim · Jun 26, 2021 at 02:43 PM · animationanimatorblendermecanimimporting assets

Blender to Unity Import: Some bones do not animate properly when played onto an existing prefab

Hello, I'm having a problem when importing character animation clips and playing them on an existing prefab that have the same rig. When drag and dropping the model that holds the clip directly in the scene, the animation is fine, but when I play the animation onto my NPC prefab that has the exact same rig, some bones do not accurately update with the animation. alt text

Some more info: both have the exact same rig and reference the same avatar in their animators. The NPC prefab hold no animation, and is in a T-pose by default. In the rig import tab, I'm using Generic, not Humanoid. Both the rig and the animation where made in Blender 2.83.15

Any help or hint would be appreciated. Thank you!

animation-problem.jpg (133.9 kB)
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Answer by ravenclarico · Jun 29, 2021 at 04:04 AM

you need to make sure the rigs are in fact the same, I would do this by clicking on the bones in question while rest pose is enabled and comparing them in 2 windows.

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avatar image ravenclarico · Jun 29, 2021 at 04:06 AM 0
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you also need to make sure that every bone in the animation has a keyframe, even the ones that don't move.

avatar image Salim ravenclarico · Jun 29, 2021 at 04:38 PM 0
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Thank you this is very helpful, I could figure out a solution.

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Answer by Salim · Jun 29, 2021 at 04:49 PM

So I managed to find a solution for this . In Blender I need to make sure that every relevant bones move and be key framed at least twice in the animation. For example, if your feet are static, you can't just key frame them once at the start, you need to make them move (even if it's subtle) somewhere else in the animation. To me this is bug; key framing a bone once should be enough.

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