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This question was closed Apr 29, 2016 at 03:20 PM by TabuuForteAkugun for the following reason:

The question is answered, right answer was accepted

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Question by TabuuForteAkugun · Apr 27, 2016 at 06:01 PM · animatorquaternionanimator controlleranimationsanimationclip

Quaternion to Matrix conversion failed (5.3.4p5)

So yeah, I just scripted my character prefab to be able to move between 3 idle animations at random.

The code works flawlessly. The character can randomly transition to one of his two random idle poses, and go back to the main wait animation when done.

But one of my poses, Wait2.anim, always throws this junk at my console:

Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00

Wait 1 and 3 don't have this problem.

Strangely enough, the animation plays just fine in the engine's Play Mode, no lag, no pause, nothing. But how do I stop that conversion failure crap from spamming my console? I don't want that in my final build, obviously.

I've looked through a few questions from people who had this problem, and tried a few proposed solutions, but nothing solved it. This animation took a week to make because of all the keyframe positions and I don't want to be stuck remaking it from scratch. That's a last resort.

The character's model is a skeleton-rigged FBX.

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Answer by TabuuForteAkugun · Apr 29, 2016 at 06:26 AM

Weird... It seemed to have fixed itself. :D

I created a new AnimatorController, put the character's animations on it and ran the game, both from the native scene AND the first scene to transition.

No more Quaternion to Matrix errors.

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Answer by landon912 · Apr 27, 2016 at 06:04 PM

You should check over the animation's .fbx file. FBX is human readable, so just look for any odd/corrupted rotation. It could be a bad export.

If everything looks ok, file a bug report.

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avatar image TabuuForteAkugun · Apr 27, 2016 at 06:07 PM 0
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Well, there's no FBX file for the animation itself. It's a .anim file created in-engine. At least, that's how I interpreted your comment. ^^;

Unless you mean the actual model.

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