Answered

Can I convert Generic hand animations to a humanoid rig?

baroquedub 2 months ago updated 2 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.

Animation Converter Version:
Unity Version:
2018.4.1

Answer

Answer
Answered

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

ps. I've just noticed that the Generic hand animations have an additional grip bone (hands:b_l_grip / hands:b_r_grip) Can this missing bone be taken into account?

Answer
Answered

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

Thanks Peter. I appreciate the information. Seems like I'll be doing my own animations in UMotionPro instead of reusing these existing ones :)