Answered

Character foetal position.

David Banks 3 years ago updated 3 years ago 8

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.

Youtube video

UMotion Version:
N/A
Unity Version:
2020.1.13f1

Answer

Answer
Answered

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

GOOD, I'M SATISFIED

Thanks for response Peter.

Satisfaction mark by David Banks 3 years ago
Answer
Answered

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

Thanks 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.

Do you have a way to correct this thread title from foetal to fetal?