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Question by Peter-Pielak · Jun 14, 2017 at 01:39 PM · animatorrigginghumanoid

Missing bones in Humanoid Avatar Rig

When I import animated character and convert it to humanoid, it complains that there is missing or invalid transform for one of the bones. It all works great in generic or legacy. Bone is clearly there. When I click on Avatar I don't have access to configuration tool, it's all blank.

I'm using 3dsMax 2018 and unity 5.6.1f1. Character is Base Human rig from CAT animation system of 3dsMax.

I'm able to create Avatar rig if there are no animations but If I use that Avatar on animated mesh it said that couple bones have wrong rotations.

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avatar image hexagonius · Jun 14, 2017 at 02:41 PM 0
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They changed the rig setup for a humanoid, I think with unity 5.6. You should check out how it's supposed to be setup. I think there are now 3 ins$$anonymous$$d of 2 bones around the spine.

avatar image Peter-Pielak hexagonius · Jun 16, 2017 at 11:20 AM 0
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I can't access rig setup in unity. There is no option to configure avatar when I click them, same as in generic rig.

avatar image hexagonius Peter-Pielak · Jun 16, 2017 at 06:28 PM 0
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You could read through this and the following page:

https://docs.unity3d.com/$$anonymous$$anual/UsingHumanoidChars.html

I meant checking the rig in blender or whatever modelling tool.

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