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Animation on 'extra' bones missing/stripped in Unity. (Unity 4.6)

Discussion in 'Animation' started by cwinder_hothead, Feb 20, 2015.

  1. cwinder_hothead

    cwinder_hothead

    Joined:
    Jan 15, 2014
    Posts:
    3
    Our skeleton has a number of bones which are not included in Unity's Humanoid Avatar definition. Extra face bones, and a couple of joints used to locate/animate props like balls or other characters.

    On a previous project the animation on these extra bones would be retained if they were included in an avatar mask. But now on Unity 4.6 (possibly earlier) this animation is gone. The joints remain in their default positions.

    I have also tried switching the rig to generic but then all the animations appear to Tpose.

    Thoughts?

    Also posted on Answers:
    http://answers.unity3d.com/questions/906124/animation-on-extra-bones-missingstripped-in-unity.html
     
  2. Jself

    Jself

    Joined:
    May 29, 2014
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    56
    I always had to check on "optimize game objects" and add them to that list on the rig in the inspector, in order to do what you are saying. Is that your process as well?
     
  3. cwinder_hothead

    cwinder_hothead

    Joined:
    Jan 15, 2014
    Posts:
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    In the past I've only used the avatar mask to include all bones and that both fixed facial bones and our "mount" joints used to position things which weren't in the avatar definition. Since maybe 4.6 or something like that this method no longer works. I did try "optimize game objects" and added the bones there but that didnt seem to work.
     
  4. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    That look like a bug

    Please log a bug with your project.
     
  5. cwinder_hothead

    cwinder_hothead

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    Jan 15, 2014
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    So what is the correct method? The avatar mask? Is "optimize game objects" necessary?
     
  6. Jself

    Jself

    Joined:
    May 29, 2014
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    Avatar Mask is used for blending animations. Optimize Game Objects is used for adding bones to the hierarchy of a Humanoid (and generic too, i think) skeleton.

    Or that is what I gather from the documentation.