Answered

Unwanted bones rotation

Maciej 1 month ago updated by Peter - Soxware Developer 1 month ago 1

Hi,

I have problem with bones rotation. I've set up fingers in clip editing mode just like I wanted. However after exporting to animation clip, adding it to animator and playing animation it looks different. Fingers have wrong rotation. I wolud like to know if this is problem with UMotion or setting in Unity I don't know about.

Thanks in advance,

Maciej

UMotion Version:
UMotion Community - Animation Editor 1.20
Unity Version:
2018.4.of1

Answer

Answer
Answered

Hi Maciej,
thank you very much for your support request.

When the fingers are correct inside UMotion but look different when playing the humanoid *.anim file it's a problem introduced by the animation re-targeting of Unity's humanoid system. This typically happens when the fingers don't have the correct pose in the humanoid avatar configuration of your character.

Open the avatar editor of your character (in the "Rig" tab in the Inspector of your character, click on "Configure...") and make sure that your character is in a perfect T-Pose with the fingers straight.

This might shed some light into what humanoid is and why it can introduce some imperfections: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

Please take special notice at the headline "T-Stance" to learn more about how the fingers are expected to be in the T-Stance.

If you want a 100% perfect animation (that has no quality loss due to re-targeting), always choose generic instead of humanoid. Generic plays the animation directly as it is (involving no re-targeting). This also improves performance a bit (runtime re-targeting costs CPU performance).

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

Best regards,
Peter

GOOD, I'M SATISFIED

Thanks for help.

For future generation:

What I had to do was straighten hands bones in blender.

It is very important to export proper model to unity if you want correct bone retargeting. 

Satisfaction mark by Maciej 4 weeks ago
Answer
Answered

Hi Maciej,
thank you very much for your support request.

When the fingers are correct inside UMotion but look different when playing the humanoid *.anim file it's a problem introduced by the animation re-targeting of Unity's humanoid system. This typically happens when the fingers don't have the correct pose in the humanoid avatar configuration of your character.

Open the avatar editor of your character (in the "Rig" tab in the Inspector of your character, click on "Configure...") and make sure that your character is in a perfect T-Pose with the fingers straight.

This might shed some light into what humanoid is and why it can introduce some imperfections: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

Please take special notice at the headline "T-Stance" to learn more about how the fingers are expected to be in the T-Stance.

If you want a 100% perfect animation (that has no quality loss due to re-targeting), always choose generic instead of humanoid. Generic plays the animation directly as it is (involving no re-targeting). This also improves performance a bit (runtime re-targeting costs CPU performance).

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

Best regards,
Peter