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Bone length is different in avatar and animation

Discussion in 'Editor & General Support' started by DeveloperVic, Apr 8, 2013.

  1. DeveloperVic

    DeveloperVic

    Joined:
    Mar 21, 2013
    Posts:
    25
    Hi,
    While importing animation from maya (2011) to Unity I am getting this warning:
    MuscleClip 'Player@Jump' conversion warning: Bone lenght is different in avatar and animation
    'Left_Thigh_Joint_01' : avatar = 0.00, animation = 0.00
    'Left_Knee_Joint_01' : avatar = 0.00, animation = 0.00
    'Left_Ankle_Joint_01' : avatar = 0.00, animation = 0.00
    'Left_Toe_Joint_01' : avatar = 0.00, animation = 0.00
    'Right_Thigh_Joint_01' : avatar = 0.00, animation = 0.00

    Does anyone knows whats the reason for this and how can it be removed?

    Thanks in advance :)
     
  2. DeveloperVic

    DeveloperVic

    Joined:
    Mar 21, 2013
    Posts:
    25
    Just for added information I am using Unity3d Mecanim system.
     
  3. Marble

    Marble

    Joined:
    Aug 29, 2005
    Posts:
    1,266
    Are any of your bones set to zero scale in any dimension?
     
  4. DeveloperVic

    DeveloperVic

    Joined:
    Mar 21, 2013
    Posts:
    25
    Thanks for the reply.

    But none of the bones are set to zero scale in any dimension. If the bones are set to zero scale I could easily see the weird appearance in
    the humanoid.
     
  5. mattBarker

    mattBarker

    Joined:
    Oct 9, 2012
    Posts:
    6
    I'm also getting the same errors Vic

    I've tried re-exporting all animations after removing "segment scale comensate" off each joint. (this has caused weirdness in the past for me with unity3..) will keep you posted if i work it out... everythings working nice though despite the console spam...

    Im on maya 2014 extension sp1 and unity 4.3.1f1
     
  6. pretender

    pretender

    Joined:
    Mar 6, 2010
    Posts:
    862
    just to resurect old post, I am having these warnings and I suspect errors in animation due to this...any new info?
     
  7. QuarterMillion

    QuarterMillion

    Joined:
    Jul 18, 2020
    Posts:
    10
    Having a similar problem betwixt humanoid rigs. One is generated from Mixamo.

    I was trying to figure out how to rename the transforms so that their lengths could be overwritten. But there's more to a mixamo rig than meets the eye. The way the transform children are organized as well as how many there are means a straight 1:1 conversion is iffy at best.

    What I did find is that if you move the animation over to the hierarchy you gain access to the animations generated avatar.

    I initially thought you should be able to rename the transforms in the meta file but no dice that just leads to unnamed transforms when you go to customize. The Meta's references are based on the names of the transform children. Which brings us back to hierarchy window.