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Animation Rigging Package and Humanoid avatars problems

Discussion in 'Animation Previews' started by Mauro1965, Mar 27, 2020.

  1. Mauro1965

    Mauro1965

    Joined:
    Aug 31, 2019
    Posts:
    26
    I'm just started testing the animation rigging package. Read all examples , downloaded and tried even the nynja and megacity workshop examples.
    Really excited because all seems simple and really powerful , but ...
    I'm actually using humanoid animations and an avatar definition,
    when i tried to use the package on my real projects, if i use these (humanoid) animations and add the avatar definition in the animator i have this warning and all rigging doesn't work:
    ----------------------------------------------------------
    Binding warning : some generic clips(s) animate transforms that are already bound by a Humanoid avatar. These Transforms can only be changed by Humanoid clips.
    Transforms "lMetatarlsal"
    Transforms "lShin" ...
    ecc
    ---------------------------------------------------------

    After that all rigging doesn't work and only the animation works, instead if i remove the avatar definition file the animation doesn't play and the rigging works.

    All examples doesn't use humanoid animations and the avatar definitions.
    In my understanding the package acts as a generic clip animator and this conflict with a humanoid animation and/or a humanoid template.
    What i'm doing wrong? is it possible use the animation rigging package with humanoid animations an avatar definitions?
     
  2. simonbz

    simonbz

    Unity Technologies

    Joined:
    Sep 28, 2015
    Posts:
    133
    Hi,

    Yes, humanoid is compatible with Animation Rigging.

    You can safely ignore the binding warnings. Those were added to warn of animated transforms conflicting with the humanoid hierarchy in an animation clip. However, Animation C# Jobs convert the character pose back to generic transforms in the stream when used by constraints to allow compatibility with jobs implemented for generic characters. We'll need to update this warning eventually to take that into account.

    As to why your humanoid character does not evaluate with constraints, we'd need more information as to why it doesn't work. What version of Unity are you using? What is the version of the Animation Rigging package in your project? Is there an error showing in the console when you go in playmode? What is your character setup? Can you reproduce issues with a simple humanoid character setup?

    We've also fixed issues in the past when using humanoid characters with Animation C# jobs:
    https://issuetracker.unity3d.com/issues/animation-stream-binding-animationstream-handles-on-a-nested-humanoid-animator-hierarchy-does-not-work
     
    Last edited: Mar 27, 2020
  3. Mauro1965

    Mauro1965

    Joined:
    Aug 31, 2019
    Posts:
    26
    Hello,
    I'm actually using Unity 2019.3.0f3 with the animation rigging 0.26 preview.
    Today i tried to record some humanoid animations using the gameobject recorder (because i'm not able to import the animantions as generic directly) and using the recorded animation without an avatar definition all works as aspected.
    Actually my avatars are quite complex (a Daz genesis8 male and female and the animations are Mixamo Arissa and Adam animation sets) i'll try in the next days to test it with a simpler condiction. I think could be something wrong inside the avatar file.
     
  4. Mauro1965

    Mauro1965

    Joined:
    Aug 31, 2019
    Posts:
    26
    Today i did some other tests.
    In reality, after a little confusion I discovered that this issue is related only a particular prefab, in general now i see the correct behaviour . As you said the warning is always present but without any real effect.
    Investigating better now I have discovered that the main difference is inside the animator controller.
    Only with a particular animator controller file, if i have more layers all weights in the rig components are forced to zero. With a new one with the same animations state and layers all works correctly.
    So the issue is related to this animator controller file with something wrong inside.
     
    Last edited: Mar 28, 2020
  5. Curve3d

    Curve3d

    Joined:
    Mar 10, 2017
    Posts:
    2
    Hey, Did you ever solve this issue? I am having the same problems.
     
  6. Mauro1965

    Mauro1965

    Joined:
    Aug 31, 2019
    Posts:
    26
    Yes, I solved but i left the humanoid avatar. Using a generic avatar now all is under control.
    I spent some time converting all animations using the animation recoder , but now all strange behaviours all disappeared
     
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