- Home /
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.
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.
I can't access rig setup in unity. There is no option to configure avatar when I click them, same as in generic rig.
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.
Your answer
![](https://koobas.hobune.stream/wayback/20220612124150im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Retargetting Quality low on SAME RIG 0 Answers
Creating Avatar 1 Answer
Can't manually rotate bones in inspector or through script. 2 Answers
Use Humanoid Animations with aditional bones 2 Answers
Animator controller 0 Answers