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Question by ramonfr · Feb 01, 2017 at 01:37 AM · animationmecanimriganimation controller

Rig screws up when model is imported into a different project

Hi there,

I made a project where I import a rigged model, a set of animations, I select Rig> Animation Type> Humanoid and apply the animations on the object with an AnimationController. Everything works fine.

However...

When I do the exact same process, with the exact same animations on another project, something wrong happens. Idk if it's related to misplacement of a bone, but some bones seem out of place when an animation is playing. The picture below shows exactly what happens:

http://i.imgur.com/2fuZd3O.jpg

Thanks in advance.

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avatar image daisyDynamics · May 01, 2017 at 03:29 AM 0
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I'm having exactly the same issue, in the same place; i.e. the rig is messed up around the shoulders / under the arms. It works perfectly on one project, but not on the other (with the same model, same animations, same rig, same animation controller - everything set identically).

Did you ever find a solution for this?

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Answer by theANMATOR2b · Feb 01, 2017 at 03:00 AM

Are the animations avatar defined correctly - using the models avatar in the second project?

You may want to screen cap the avatar definition in the scene that is working and compare it to the avatar definition in the scene that isn't working. For the rig/character first and then all animations if still needed.

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avatar image ramonfr · Feb 02, 2017 at 04:54 AM 0
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Yes, I checked it all, all the settings are the same on both projects, even the model import settings; I still have no idea why this is happening. It happens with any animation from any source; I tried $$anonymous$$ixamo animations and others; I even tried applying a different skeleton to the model, no luck.

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