Not a bug

Bind Pose replaced in FBX

Dev 1 year ago updated by Peter - Soxware Developer 1 year ago 3

Hi,

Just to let you know I encountered a strange issue while updating an existing FBX. The bind pose was replaced by the first frame of the first animation of the character. The FBX file was not edited elsewhere.

I tried putting in a new animation that would be a bind pose but it didn't work. I just copied the FBX and checkout the previous version so no harm done and I still have my fbx with animations.

What could have been the source of the issue ? I can email you both the faulty model and the original if it helps.

UMotion Version:
1.29 pro
Unity Version:
2021.3.13

Answer

Answer
Under review

Hi,
thank you very much for your support request.

The bind pose was replaced by the first frame of the first animation of the character.

Are you sure your bind pose was changed in the fbx file (have you checked that by opening the FBX file with preferably Max/Maya due to FBX being an Autodesk format)?

The first frame of the first animation is sometimes used by Unity as default pose for stuff related to the humanoid animation system.

Best regards,
Peter

Answer
Under review

Hi,
thank you very much for your support request.

The bind pose was replaced by the first frame of the first animation of the character.

Are you sure your bind pose was changed in the fbx file (have you checked that by opening the FBX file with preferably Max/Maya due to FBX being an Autodesk format)?

The first frame of the first animation is sometimes used by Unity as default pose for stuff related to the humanoid animation system.

Best regards,
Peter

Thanks for tyour answer, 

I'm not sure it's the bind pose, as animations still work, avatar is in T-Pose and imported in blender T-Pose looks good as well, even though it loads the animation as default in the Pose Mode, with no keys to delete in order to revert to the T-Pose.

The preview in the model importer and when I drag the FBX to a scene always loads the animation instead of the T-Pose, thus I'm unable to have a prefab variant with a T-Pose for instance.

Sorry I don't own Autodesks softwares.

Not a bug

Ok sounds like the FBX is correct then. You could check the settings displayed in the inspector of the FBX file (under the Rig and Animation tabs), maybe there are some settings that define what Unity imports/treats as default pose.

Best regards,
Peter