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Character Animation - Offline Playback Skinning Error

Discussion in 'Timeline' started by IP_Animation_01, Aug 9, 2018.

  1. IP_Animation_01

    IP_Animation_01

    Joined:
    Jul 28, 2016
    Posts:
    8
    [note: I've also posted regarding this in the Animation subforum, if crossposting is inappropriate then please feel free to remove this!]

    Hi there!

    We're working on an offline rendered, 360 degree project in Unity, and have come across what seems to be a fairly major problem with our rigged character. Certain elements of the mesh seem to not be retaining their proper weighting when the animation is playing back during render time. It's difficult to describe exactly - I've uploaded a cropped portion of one shot to illustrate the problem:

    https://we.tl/yVVVywxzas

    Apologies for the low-res cropped video, but due to NDA requirements we can't show or discuss many details of this project! The problem can most clearly be seen where the character's inner cuff bounces out of the jacket, this happens in various other areas of the character mesh.

    In terms of technical specs:
    • Character is being imported as an .fbx, with all joint animation baked from Maya at 30fps (this has also been tested at 60fps seperately).
    • Character is rigged to conform to HumanoidIK standards
    • Character is imported with animation reduction turned off, Resample Curves turned off.
    • Mesh Compression is turned off.
    • Character animation clip is loaded into a timeline track to play from frame 0. Timeline is set to 30fps.
    We're working in Unity 2018.1.6f1 with collaborate. In terms of rendering, we were intending to render the project using AVPro Movie Capture, and have also tested exporting sequences using VRPanorama, and Unity's built in Recorder (in both Render Texture and 360 modes).

    When played back in the viewport and game window (plus when viewed in any other 3D package) the animation plays back absolutely fine, with no errors. However, when rendering out using any of the above packages, either directly from camera or as a 360 (no stereo) sequence, we are getting the above errors in multiple areas of the mesh. The only exception to this is using Unity Recorder in Camera mode, which returns the correct result (not so with either of the 360 capture methods though).

    Is this something that anyone has encountered before, or could offer some insight as to a solution? We're not a development studio and as such our capacity for trying solutions outside of scripting anything is very limited. Unfortunately the deadline for this project is fast approaching, so any help anyone could give would be amazing!

    Thank you!