Answered

Humanoid Full Body -> Generic FPS Arms

CJofNDG 3 years ago updated by Peter - Soxware Developer 3 years ago 1

I have seen a lot of asks for the reverse, but how would one attempt taking the Full body animation used in a third person, and convert to just a generic first person set of arms?

I get that they dont have the same hierarchy, so is this just an impossibly? 

Animation Converter Version:
1.26p02
Unity Version:
2020.3.14f

Answer

Answer
Answered

Hi,

thank you very much for your support request.


The method would basically be the same. You would need to add the missing bones to the generic arms (in a 3D modeling application) for it to become compatible with the humanoid animation system. Then you can play any humanoid animation on it. You can then either leave the extra bones (they are invisible anyway), or use the animation converter to convert to generic and then remove the extra transforms from the transform paths inside the animation so that it becomes compatible with your "arms only" model.

Please note that some manually cleaning-up of the animation is most probably required, as the humanoid re-targeting algorithm has limited precision.

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


Best regards,
Peter

Answer
Answered

Hi,

thank you very much for your support request.


The method would basically be the same. You would need to add the missing bones to the generic arms (in a 3D modeling application) for it to become compatible with the humanoid animation system. Then you can play any humanoid animation on it. You can then either leave the extra bones (they are invisible anyway), or use the animation converter to convert to generic and then remove the extra transforms from the transform paths inside the animation so that it becomes compatible with your "arms only" model.

Please note that some manually cleaning-up of the animation is most probably required, as the humanoid re-targeting algorithm has limited precision.

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


Best regards,
Peter