Answered

The humanoid avatar doesn't fit the selected GameObject. The required human bone "Spine" has not been found.

jgamemaker92 6 months ago updated by Peter - Soxware Developer 6 months ago 1

I keep getting this error when I try to drag my humanoid character into the Pose Editor. My Humanoid character is already rigged, all the bones are set and green in the configure and the character is walking around fine in the game and it is working with plenty of animations. How can it say that is missing it's spine when obviously it isn't? What is causing this?

UMotion Version:
1.20p05
Unity Version:
2019.2.17f1

Answer

Answer
Answered

Hi,
thank you very much for your support request.

Most probably the character that has been added for the first time to this project (via the Pose Editor) was a different one (or the same one but with a different humanoid avatar setup)? UMotion projects are "one per character" (you can't share a project between different characters). Do you still get this message when adding the character to a fresh UMotion project?


If the above doesn't explain your issue:

Have you checked if a bone was assigned for the spine (in the Unity Avatar configuration editor)? Drag & drop a fresh instance of your character (directly from the *.FBX, not from a prefab) into your scene and check if it works with that one (i.e. to ensure that it really uses the humanoid avatar that you've just configured).

Best regards,
Peter

Answer
Answered

Hi,
thank you very much for your support request.

Most probably the character that has been added for the first time to this project (via the Pose Editor) was a different one (or the same one but with a different humanoid avatar setup)? UMotion projects are "one per character" (you can't share a project between different characters). Do you still get this message when adding the character to a fresh UMotion project?


If the above doesn't explain your issue:

Have you checked if a bone was assigned for the spine (in the Unity Avatar configuration editor)? Drag & drop a fresh instance of your character (directly from the *.FBX, not from a prefab) into your scene and check if it works with that one (i.e. to ensure that it really uses the humanoid avatar that you've just configured).

Best regards,
Peter