Character foetal position.
This isn't actually a UMotion bug, but I'm hoping that someone in the forum might have seen this before.
The character takes a foetal position when an Animation Controller is added, even if there's no animation in it.
Answer
Hi,
thank you very much for your support request.
This is just how Untiy's humanoid animation system behaves when you assign an empty animator controller to an animator component. Unity sets all muscle values to defaults which results in this foetal pose. Just assign a humanoid animation to your controller and it should play that instead.
Please let me know in case you have any other question.
Best regards,
Peter
Is this the Reference Pose that I see referenced in the UMotion documentation?
I just tested it and answered my own question, no, it's nothing to do with the reference pose.
Here is an answer that I gave another user about what the reference pose is: https://support.soxware.com/en/communities/1/topics/724-copy-animation-pose-between-clips#comment-1034
Let me know if you need further explanation.
Best regards,
Peter
I found a way. I port just the mesh from Blender to mixamo then to unity. No animation. I believe Mixamo corrects the root.
Customer support service by UserEcho
Hi,
thank you very much for your support request.
This is just how Untiy's humanoid animation system behaves when you assign an empty animator controller to an animator component. Unity sets all muscle values to defaults which results in this foetal pose. Just assign a humanoid animation to your controller and it should play that instead.
Please let me know in case you have any other question.
Best regards,
Peter