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Makehuman mechanim Finger problem
Hey guys,
I'm new to mecanim and animations... I've just imported a character from makehuman + blender to unity and when i attach an animator-controller to the model the fingers are looking very strange:
Does anyone know a solution for this?
Thanks in advance!!!
Looks like the finger bones in your rig are rotated strangely - take a close look at them in Blender.
They aren't strange in blender. They only look like that when I play an animation.
And what was the rig used for the animation? Were they rotated strangely there?
in unity, I clicked on Configure in Rig Tab and there are the strange fingers again. I rotated them to the right pose, but unity says Character is not in T-Pose. I saved it, but this didn't solve the problem either...
I had encountered similar problem, (still unsolved), where the issue was the animation which was made for one finger, but mecanim has 5 fingers... In that case, one one finger was animating and the remaining 4 fingers were kinda stiff.. (Entirely opposite to a "Stiff $$anonymous$$iddle Finger". Heh)
Answer by TSRajesh · Dec 15, 2014 at 06:11 AM
Edit: I fixed similar problem by adding animation to the remaining 4 fingers. Most free mocaps animate only one (or two) fingers (or none at all)
You might want to see one more thing.. that caused me similar problem.. Even though mecanim does a pretty decent job of importing rigs based on bone names, it sometimes assigns wrong fingers. eg. index finger to small finger etc.. you may want to tweak the assignment.
Answer by kressdev · Mar 02, 2015 at 12:03 PM
Unity seems to be mixing up the bones from blender. In blender the bones seem to be correct. If you open the blend file in unity, and apply rig humanoid -> configure -> mapping left/right hand finger bones are in the wrong locations. You can manually reorder the finger bones, apply pose, and save the mapping and reload the corrected mapping again if needed in the future.
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