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Hi,
we encountered a strange problem when exporting an animation as an .fbx and then using it as a Humanoid Animation: The pose starts to deviate over the duration of the clip, not a typical root motion offset since it happens inside one cycle. The editor preview, .anim export and generic .fbx export show no signs of such drifting, however we would however apprecitate to use the humanoid .fbx way. The difference gets bigger the longer the clip runs, e.g. see difference of the poses at 15% and 89% between humanoid and generic clips.

Any idea what might cause this?

1 Answer

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answered by Expert (162k points)
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Hi,
thank you very much for your support request.

Sounds like your humanoid avatar (in the *.FBX) isn't setup correctly. For humanoid animations, the Avatar configuration has a huge impact on the final animation. If it's for example not in a symmetrical T-Pose, you get a drifting animation. In this blog post Unity explains in a bit more detail how humanoid works under the hood and why the T-Pose is important: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

If the *.FBX plays correctly when configured as generic, UMotion exported the animation correctly (as generic just plays the *.FBX directly).

I recommend that you export the animation into the *.FBX of your character (or a duplication of your character's *.FBX). That ensures that your character and your animation use the same avatar configuration. If you still encounter issues, make sure that the humanoid avatar T-Stance is correctly setup (like described in the blog post above).

Please let me know if you have any follow-up questions.

Best regards,
Peter

commented by
Hi Peter,

thanks for you explanation I could indeed trace that back to wrong avatar configuration. Also there was an issue were my clavical bones were zeroed out at different rotations.

Thanks for pointing it out event though it was not related to your product.
commented by Expert (162k points)
Hi BPR,
glad to hear that this worked for you.

The humanoid animation system really depends a lot on a correctly configured avatar. There can be some really strange effects happening if the avatar isn't configured correctly.

Best regards,
Peter

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