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Question Anim shows properly in Import Preview, but nowhere else

Discussion in 'Animation' started by KenjiJU, Dec 7, 2023.

  1. KenjiJU

    KenjiJU

    Joined:
    Dec 31, 2012
    Posts:
    19
    I made a simple anim to test the face bones on my char. It only moves the Jaw and opens the mouth.
    In this specific Import Preview window, it is working correctly.

    jawtest0.gif

    Now if I select either the anim in the fbx or a duplicate version of the anim, I get very minimal movement in the preview. Note that I'm trying this after any changes were applied to the character fbx.
    upload_2023-12-7_15-51-36.png

    The result from these previews is that the preview now only shows part of the chin move instead of the mouth/jaw opening.
    jawtest.gif

    Unfortunately this is the behavior I'm getting in-game as well.
    I've started new projects to troubleshoot this and it happens there too.
    My main project is 2021.3.10f1 URP, but this problem is also happening in 2022.3.5f1 HDRP.

    Things I've tried to fix this:
    -trying different Blender export settings
    -changing Unity bone limit to custom numbers, something absurd like 80 or 100
    -separating the character mesh to reduce total verts (this was an issue for me previously where there's some hidden max vertex limit in one object? and it caused the animation to play incorrectly)
    -tried disabling any animation optimizing on import

    Please note that my character in my real project is working quite well with all other kind of movement animation, layers, shapekey expressions, yadda yadda. I just don't understand why the addition of face bones are giving me trouble.

    n1.gif

    Thanks for any help.
     

    Attached Files:

  2. AAAAAAAAAE

    AAAAAAAAAE

    Joined:
    Jun 8, 2013
    Posts:
    100
    Preview is working because u r using the avatar(Rig) from model in same animation file ?
    Screenshot 2023-12-09 194500.png

     
  3. KenjiJU

    KenjiJU

    Joined:
    Dec 31, 2012
    Posts:
    19
    Thanks for the response.

    In that case why wouldn't the in-game be showing the same as the working preview? It's also using the same avatar after import.

    To be clear, the issue is less about the behavior of other preview windows, but figuring out why it isn't working in-game/scene.
     
  4. AAAAAAAAAE

    AAAAAAAAAE

    Joined:
    Jun 8, 2013
    Posts:
    100
    So u r using one avatar from model file referenced in ur animation files ?

     
    Last edited: Dec 12, 2023
  5. KenjiJU

    KenjiJU

    Joined:
    Dec 31, 2012
    Posts:
    19
    Is this a question or statement?

    My source is an FBX that contains the character and animation in the same file. The preview that displays correctly in the import window of that file.

    Do you know why it isn't working correctly in-game?
     
  6. AAAAAAAAAE

    AAAAAAAAAE

    Joined:
    Jun 8, 2013
    Posts:
    100
    My doubt is whether all other animation files are using avatar of source model fbx file ?
    Ur model file has the face bones setup
    but the other animations files probably don't have it so they maybe using their model avatar
    instead of the source model avatar.

     
  7. KenjiJU

    KenjiJU

    Joined:
    Dec 31, 2012
    Posts:
    19
    As long as the animation file is in the project, it shouldn't matter as long as the animation is compatible with humanoid, correct? I can easily duplicate the animation and make it a separate file and use that, but it doesn't fix the issue.
     
  8. bobadi

    bobadi

    Joined:
    Jan 3, 2019
    Posts:
    647
    isn't it because of animation compression optimal?

    edit: ah, I see you tried that.
     
  9. tsukimi

    tsukimi

    Joined:
    Dec 10, 2014
    Posts:
    76
    Did you set some property about loop? like loop pose