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Apply humanoid setting to Mixamo animation causing wrong pose
Hi. I've just downloaded model along with walking animation from MIxamo site. If I leave avatar setting as Generic, everything is just fine.But when I set avatar to Humanoid in both model/animation and copy avatar from model to animation, problem came up: Walking pose is turned 45 degree from Oz axis. Anyone experienced the same problem?
Do you have a t-pose animation clip for your model?
Answer by hoainam1593 · Nov 13, 2017 at 12:10 AM
I finally find the solution. As you can see in image, there's a margin of 45 degrees between character's orientation and root tranform's orientation (which is red arrow). So, in Inspector -> Animation -> Root transform rotation -> Based upon, It set "body orientation" (which means character follow red arrow) causing character turn wrongly. SOLUTION for this: Set Based upon to "Original" (which means character follow character's orientation).
Answer by nareshbishtasus · Jul 01, 2019 at 10:00 PM
So, The problem in my case was that the player turn 45 degree that problem was solved by doing this ,in Inspector -> Animation -> Root transform rotation -> Based upon, It set "body orientation" as said by @hoainam1593 and the other problem was that the animation was not playing correctly(Problem with the bones in case of humanoid rig) i Solved that by downloading the model form mixamo and by checking "FBX for unity" and then downloaded all animation i needed sepretly and then in each animation i select humanoid rig and in avatar defeniation i copied from the the model that was downloaded with "FBX for unity" checked.
Hope that works... Just wrote because it messed up my project to figure this out, So u better be saved from the trouble.