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Blender Importation gone wrong

Discussion in 'Animation' started by Charline, Mar 18, 2014.

  1. Charline

    Charline

    Joined:
    Jan 27, 2014
    Posts:
    1
    Hi,

    I'm currently working on a game with Unity. We are a team of 4 students and this is our first experience with this kind of work. We're having an issue with the animation of one our avatar. We have made an animation with Blender. When running on Blender, the animation doesn't appear to have any defects. When imported into Unity, if the avatar is in "Legacy mode", still no issues but when we switch to "Humanoid Mode", the avatar starts having some problems. The feet are "floating" above the ground and when the legs have to flex, the feet are coming up instead of the pelvis coming down. Attached is the raw animation in blender format (fbx).

    Does anyone have any thought on this ? We're running out of ideas.

    Thanks for reading me, Best wishes.

    Ps : The four of us are developer, we don't have any designer or 3D specialist on the team.
    Ps2 : Apologies for my English, I'm from Belgium.
     

    Attached Files:

  2. Cygon4

    Cygon4

    Joined:
    Sep 17, 2012
    Posts:
    382
    Blender format would be *.blend (though Blender is able to export to *.fbx).

    I've imported your *.fbx file into Blender and it looks like your foot bones go below ground (and they're vertical)

    $Unbenannt.PNG

    When Mecanim retargets humanoid animations to these bones (or attempts to do foot-to-ground matching), this may result in your foot bones being placed at Z = 0, which means the actual foot polygons will go up and float in their air above the foot bones.

    If you didn't just mix up *.fbx and *.blend and this is actually model made in Blender, maybe look into the Blender Metarig / Rigify for a well-formed humanoid bone setup that works with Unity and which has many other people using it, making it easier to find help!