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Humanoid rig is relatively open and accepts different types of skeletons or animations. Can you paste a copy of rig/animation warning you are...
Did you got any rig or animation import warnings? (They are just above Retargeting Quality Report)
When importing humanoid animation, parts of it will be converted to Root Motion. The Import Animation Setting let you control what will be...
Humanoid Animation should fit the needs you stated above. Your problems seems to be more about Root Motion than retargeting itself. Note that at...
What do you mean by "not based on hip position and rotation"? Do you want the lower body to move freely without affecting upper body?
no foot placement =====> what are you referring to? is that automatic placement of the feet on uneven terrain? head look controller doing a better...
Hi guys, Mecanim IK has been designed to fix differences in position (and orientation) on feet and hands after retargeting. Retageting...
>>>> So the question: Why Humanoid and original rigs animation interpretations always are different? We found something that could explain most...
The humanoid animation format is completely abstracted from its original skeleton. It has 49 DoF (we call muscles) the represent the body motion....
http://www.youtube.com/watch?v=eyGvjPdGazU Here is a video showing 2 hands sword retargeting. I did not attach the project since it was too big,...
I'll look at your 2handswordswing and get back to you!
mr_Nectrus, can you send me your fbx files? I'll take a look at it
Hi guys, When re-targeting to the original rig, animation should be left unchanged. This is true if you don't have animated bones in between...
You now need to explicitly activate IK pass for layers you want OnAvatarIK to be called. There is a toggle for that on each layer in Animator...