Important Information: I'm out of office from August 13th until August 27th (inclusive). Your support requests might not get answered during that time frame, but I'm going to make sure to answer all of them on August 28th.

Thanks for your understanding.

Best regards,
Peter (Developer)

Legacy => Humanoid no keys generated, no errors in log

david.hunt 11 hours ago updated 3 hours ago 2

Hi there,

  I bought Anim Converter as I'm trying to convert some imported BVH files to Humanoid. (I also own UMotion Pro)

  The converter appears to run with no errors in the log, however the output animation contains only two frames - start and end, and they're both the un-animated T-Pose.

  

  The process I'm using here is to parse the BVH, build a hierarchy that directly matches it, then parse the animation channels and generate a legacy AnimationClip from them. This all works fine - I've attached cubes to the joints for debugging and can see the animation running both in Inspector and in game.

  I'm then using Animation Converter to retarget onto a standard Humanoid rig - for now I'm just using Ethan from the Unity Standard Assets (imported as Humanoid not Generic).

  Things I've also tried are building a Generic Avatar instead and Generic => Humanoid, this ends with the same result. No errors, no keys.

  Note, it's not possible to dupe/re-import the legacy rig as human as it's not an FBX/Blender.

  Am happy to provide the 3 input files (legacy anim, legacy prefab, humanoid prefab), just contact me by email.

Answered

Legacy => Humanoid 's problem (a fixed point of feet)

exgamza 3 weeks ago updated 1 week ago 2

Hello,

I changed my existing Ani Data Legacy => humanoid. The problem is that the soles of the feet stop in Legacy, but the feet move a in Humanoid. Is there a way to solve this?

Thank you.

Answer

Hi,
thank you very much for your support request.

This is a common error introduced by the "humanoid" animation system and is called "foot sliding". It's introduced by the "lossy" nature of the "humanoid" re-targeting engine. Unity has implemented a feature called "Humanoid Foot IK" to fix that issue. When you preview your animation in the "Inspector" window, you can toggle an "IK" switch to see how your animation would look like with that feature being enabled. You can enable Foot IK in your animator controller.

For more information, I recommend reading this Unity blog post (check out the "Original hands and feet position" headline): https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

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

Best regards,
Peter

Answered

Animation converter question

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

I am finding that many animations don't use the same keys in the animation and I can't use animation from a downloaded asset with a character rig from mixamo, the animation keys are more often that not different, so Head might be named B-head and Spine might be named B-spine, so when adding it, the animation is full of yellow keys.  


Is this the same incompatibility that mocap animations falls under.

Is this tool suitable for bridging this gap in incompatibility?

Answer

Hi Craig,

thank you very much for your support request.

Usually you just need to configure your animation as "humanoid" animation. Humanoid is a Unity proprietary "normalized" animation format, that allows to re-use animations on different characters (this is called "animation re-targeting").

It's not just the name of the bones that make regular "generic" animations incompatible with other characters, it's also that the initial rotation of bones, bone length, bone hierarchy,.... is usually different. Without some clever re-targeting algorithm it wouldn't be possible to play animations on different characters.

To learn more how "humanoid" achieves that: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

The Animation Converter is going to be useful if you only got a *.anim file of your animations (but no *.FBX). In that case you need the Animation Converter to convert the *.anim to "humanoid". In case of an *.FBX, you can change the animation to humanoid via the "Inspector" window: https://docs.unity3d.com/Manual/ConfiguringtheAvatar.html

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

Best regards,

Peter

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Answered

Can I convert Generic hand animations to a humanoid rig?

baroquedub 4 months ago updated 4 months ago 3

I have a number of Generic animations which use a rig that only consists of a hand:

Can I use Animation Converter (or UMotion Pro) to convert them to Humanoid clips that I can play (using a layer mask) on a mixamo humanoid rig? For the left hand this is the part of hte skeleton it would need to match to:

I've tried to rename the Generic clip transforms to match Mixamo rig but can't work out a way to do it, and I can't change the Generic animations to Humanoid as they're not based on a full human rig.

I'm already a UMotionPro customer, and was wondering if I should buy Animation Converter. Any help would be much appreciated.

Answer

Hi,
thank you very much for your support request.

What you are looking for is animation re-targeting for "generic". This would be a rather complex feature and unfortunately is neither supported by Unity, UMotion nor the Animation Converter.

Unity (and thus also UMotion and the Animation Converter) only supports animation re-targeting for 3D models that have all the minimum required bones of the "humanoid" animation format. The only thing that you could do is that you open your source hands in e.g. Blender and add all the additional bones to have a complete humanoid skeleton. Then you can import your animation as humanoid animation and use it with your mixamo character.

This blog post explains how Unity achieved animation re-targeting for humanoid and it should give you a better understanding why this is a rather complicated feature: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

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

Best regards,

Peter