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I imported a humanoid animation and then saved it out using the export function of Umotion after adding some layering stuff-it exported it out as an .anim file and then I had to re-rig my model to get around a bug between Blender and Unity so I had to re-import the saved .anim file again but I get this error that "this clip of type generic uses a different rig and than the animated object and is thus not compatible. Change the animation clip type to humanoid and try again".

I get that the rigs are not the same but the animation I imported was of type humanoid from the Everyday motion pack on the asset store. The only thing I can think of is somehow Umotion exported them as generic instead of keeping them as humanoid or something. When I go to the exported animation settings there is no way to change it to humanoid but there should not be a way for the animation to have changed to generic-me confused....

That same animation plays just fine into this new rig through the animator-so I am not sure what's going on here.

Also for some reason this saved animation even the original rig has move my player down (even if root motion is on or off) and when I press Foot IK on animator I get this weird leg behavour.
I know I used IK Pinning on the feet so they wouldn't move but I did animate the root a little so when foot IK is not enabled in the animator his feet move a bit forward and back but as mentioned before his whole body is pushed down 1 metre.

1 Answer

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answered by Expert (133k points)
selected ago by
 
Best answer

Hi,
thanks for your support request.

but I get this error that "this clip of type generic uses a different rig and than the animated object and is thus not compatible. Change the animation clip type to humanoid and try again".

Could you send me a Unity Project (or Unity package) that includes the *.anim and your character (without textures if you want) via the email support form? I need to take a closer look, thanks.

 Also for some reason this saved animation even the original rig has move my player down (even if root motion is on or off) and when I press Foot IK on animator I get this weird leg behavour.

Try to enable "Bake into Pose" in the "Root Transform Position (Y)" category (in the Inspector of the *.anim clip). This probably might not fix the Foot IK problem. This might have been the result of a strange rig setup of the character used to export the animation (maybe related to your other problem). Unity's humanoid animation system is very sensible when it comes to this. Once we get the animation to re-import correctly, import it with Foot IK disabled (in the import settings).

Best regards,
Peter

commented by
Let's take it one step at a time. On your end I want you to double check that when a humanoid animation is exported and saved as a .anim file that it actually is a humanoid file and you can find this by opening a model with a different rig that is still humanoid and importing the animation into Umotion and see if you get the same error. If you get the same error then it simply means the animation didn't get exported as a humanoid but as a generic somehow.

On my end I am going to next time export the animation as .fbx because .anim didn't give the option to change from generic to humanoid so .fbx should.

In regards to the animation result itself the thing that worked for me was just changing the offset of the Y in the anim file-simple solution for now. I used foot pinning during the animation and modified the root of the character but this didn't work out right when exported. I will get back to you with more details since this is two issues in one.
commented by Expert (133k points)

On your end I want you to double check that when a humanoid animation is exported and saved as a .anim file that it actually is a humanoid file and you can find this by opening a model with a different rig that is still humanoid and importing the animation into Umotion and see if you get the same error. If you get the same error then it simply means the animation didn't get exported as a humanoid but as a generic somehow.

Yes that works, just double checked that by exporting a humanoid animation with robot kyle and then importing that animation in a new UMotion project using the Unity default character.

 On my end I am going to next time export the animation as .fbx because .anim didn't give the option to change from generic to humanoid so .fbx should.

Correct, using *.FBX offers more flexibility. But it also has a few pitfalls when it comes to configure an .fbx to humanoid. I recommend taking a look at the "Exporting Animations FAQ" in the UMotion Manual (V1.16 and above).

Best regards,
Peter

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