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Question Bones at incorrect location in Prefab (Humanoid)

Discussion in 'Animation' started by VaporAnomaly, Mar 10, 2023.

  1. VaporAnomaly

    VaporAnomaly

    Joined:
    Jun 9, 2015
    Posts:
    22
    Hi,

    Can someone please help me.

    I created a model in Blender and imported into Unity in FBX format.
    The animations are all working fine.

    Today, I wanted to add an empty object as a child object to one of the bones (Spine) for using as holster point for sword.
    I noticed that the spine is far far away from the model.

    Multiple other bones are affected too.
    All the animations, involving each of these bones are working just fine.

    Attaching screenshots below from Blender and Unity, showing the bone in question.
    As you can see, the Z position of the bone in the imported FBX and Prefab is too high.

    Can anyone tell me how i can fix this.

    Below screenshot shows the bone location in Blender



    The below screenshot shows the bone location in Unity, for the imported FBX. While the physical location of the bone seems fine, in the inspector the Z position is too high



    The below screenshot shows the bone location in Unity, of the prefab asset. Here the physical location of the bone and the inspector Z position are incorrect (with respect to where the bone should be)



    The below screenshot shows the bone location in Unity, once the prefab is instantiated. The animations are playing fine. The bone is just too far away.

     

    Attached Files:

  2. VaporAnomaly

    VaporAnomaly

    Joined:
    Jun 9, 2015
    Posts:
    22
    Adding one more screenshot here.

    I checked the bone structuring in Avatar editor, for the FBX model. All bones are in perfect spots here.

    Please help.

     

    Attached Files:

  3. unity_38B874EC7F8508D137B7

    unity_38B874EC7F8508D137B7

    Joined:
    Mar 13, 2023
    Posts:
    1
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