Answered

ANIM file Incomptaible Clip error: There are euler rotations with an incompatible rotation order.

Anonymous 4 days ago updated 2 days ago 2

[Sorry if this is a duplicate post. My question is not showing up, so I am posting it again.]

I have an animation asset that comes with a fbx and whole bunch of individual .anim files. When I import the anim files to the project in Clip Editor, I get the Incompatible Clip error:

"There are euler rotations with an incompatible rotation order."

Image 1552

The error tells me to resample curves, but anim files do not have this option.

Anything I can do to get it to work before I ask the developer for those anim in a fbx?

Thanks.

UMotion Version:
1.29p04
Unity Version:
6000.0.40f1

Answer

Answer
Answered

Hi,
thank you very much for your support request. Yes you are right, the option to "Resample Curves" is only available for .fbx files that contain animations, not for standalone *.anim files.

What you could try though is to export the *.anim files to fbx using Unity's FBX exporter from the Unity package manager. The ideal workflow would be to instantiate the character model that came with your animations in the scene. Then assign the animations to that character. Then right click on the character (in the hierarchy window) and there should be an FBX Exporter related menu item showing up. Click on it. In the appearing settings dialog, ensure that you have "include animations" enabled.

The resulting .fbx file should now have the option to resample curves (but chances are, that it might not even be necessary anymore to use that).

Let me know how it goes.

Best regards,
Peter

Answer
Answered

Hi,
thank you very much for your support request. Yes you are right, the option to "Resample Curves" is only available for .fbx files that contain animations, not for standalone *.anim files.

What you could try though is to export the *.anim files to fbx using Unity's FBX exporter from the Unity package manager. The ideal workflow would be to instantiate the character model that came with your animations in the scene. Then assign the animations to that character. Then right click on the character (in the hierarchy window) and there should be an FBX Exporter related menu item showing up. Click on it. In the appearing settings dialog, ensure that you have "include animations" enabled.

The resulting .fbx file should now have the option to resample curves (but chances are, that it might not even be necessary anymore to use that).

Let me know how it goes.

Best regards,
Peter

Thanks for the suggestion. I have tried Unity's FBX Exporter, as you suggested, but it seems there's something peculiar about the anim files. Here are what I have observed in case they can give you some clues of what I may try next to troubleshoot.

1. If I use Animator component (containing some of those anim clips) on an instance of the fbx in a scene and then right click the instance and choose Export to FBX…, then basically none of the bones in the exported fbx are animating, i.e. the character just stands there frozen.

2. If I add the Legacy Animation component to the instance in the scene and add the anim clips to the list there before export, the two front legs (the character is a 4-legged animal) cross, as if the left foot uses the right foot's IK and vice versa. But all the bones play their animation including the crossed legs; the front legs still cross but animating. Those animations that do not animate the front legs do not cross at all. Now, if I change the avatar of this exported fbx from "Create From This Model" to "Copy From Other Avatar" in which case I choose the original fbx's avatar, then, again, no movement--the character just freezes there. These clips can be imported into Umotion Pro project without the euler rotations error, but those animations with crossed legs still have crossed legs.

Unfortunately, the clips that I want to modify have the front legs animation.

Anyway, all these individual .anim files play fine with the original fbx. But they give the euler rotations error when I try to import them into a Umotion Pro project. Exporting them using Unity's FBX Exporter gives these peculiar results. I may have to just manually modify these anim files.