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Question by Joshua King · Sep 23, 2010 at 01:30 PM · animationavatarlocomotionskeletonlimbs

Using Locomotion with different avatars

I'm using the locomotion system in Unity, but I'm having problems getting it to work with a different avatar/bone structure. I need it to work with this specific skeleton because of the MoCap data I am going to use to animate the upper body. I've done a lot of tinkering with the scripts from locomotion and still have this problem with the feet getting tangled/caught and twisting around. I don't have proper forward/backward walk animations, just an idle and a default walk.

Here is a link to a video that shows what happens when I test the scene. http://www.youtube.com/watch?v=zgoxWxW9Q4o

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avatar image skovacs1 · Sep 23, 2010 at 02:29 PM 0
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There are a great many things that could be the cause of your woes and I think more information is required to elicit the correct solution. Do the animations play correctly without the locomotion system (Did you setup your locomotion system correctly)? How are your bones set up? Where are you getting your model from and how are the bones set up there? $$anonymous$$y first thoughts are that your bones are rotated or mirrored so that they are behaving in such odd ways. You post a video of a test, but what exactly is it testing (the default walk? mo-cap data? the locomotion system?)?

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Answer by adngel · Jul 24, 2011 at 10:38 AM

Maybe it isn't set up properly.

Using the locomotion system which come in Unity page External addons (not in 3dshooter), when you create a new group you must place one of the animations of that group as Ground.

I would like more info about Locomotion system in other Bones structures, but for the moment I only go on by try and error.

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