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2 root bone setup fails using MechAnim Human, works in generic

Discussion in 'Animation' started by vvaris, Mar 20, 2015.

  1. vvaris

    vvaris

    Joined:
    May 23, 2013
    Posts:
    26
    I'm using two 2 root bones to precisely control character position. The root bones are marked by "stars" the bigger is root 1 and smaller is root 2, a child of root 1. Hips are child of root 2. The "Motion" > "Root Motion Node" is the same in both examples. This is how it looks if I set it to "Mechanim Generic", this behaviour is desired and its identical to what I see in animation software (Blender).

    When I set the very same FBX to "Mechanim Human", the root 2 fails to move:
     
  2. vvaris

    vvaris

    Joined:
    May 23, 2013
    Posts:
    26
    Might be a long shot, but is this behaviour linked to this:
    "
    In-between bones
    In many case, skeleton rigs will have more bones than the ones defined by the Humanoid Rig. In-between bones are bones that are between humanoid defined bones. For example, a 3rd spine bone in a 3DSMAX Biped will be treated as an in-between bone. Those are supported by Humanoid Rig, but keep in mind that in-between bones won’t get animated. They will stay at their default position and orientation relative to their parent defined in the Humanoid Rig."
    http://blogs.unity3d.com/2014/05/26/mecanim-humanoids/
     
  3. vvaris

    vvaris

    Joined:
    May 23, 2013
    Posts:
    26
    Ideas anyone?
     
  4. vvaris

    vvaris

    Joined:
    May 23, 2013
    Posts:
    26
    Devs?
     
  5. Mecanim-Dev

    Mecanim-Dev

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    Exactly, you cannot have translation animation on in between bone for Humanoid avatar.In this case you need to use a generic rig.

    We cannot retarget non human bone animation from one avatar to another one in a generic way because the bone may not exist on the destination avatar.
     
  6. vvaris

    vvaris

    Joined:
    May 23, 2013
    Posts:
    26
    Hmm, Ok thanks! Now I understand MechAnim Human way better; optional root bone > Mechanim human bones > what ever additional bones I want to add.
     
  7. medhue

    medhue

    Joined:
    Aug 24, 2014
    Posts:
    176
    Yeah, a really, you only have 1 rootbone. You are just moving the wrong bone. You need to move the actual root bone. I do a similar set up, but for a totally different reason, mainly IK.

    I recently did a video on the root motion topic, but it also a product promotion.