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Character position bugging with Animation Rigging

Discussion in 'Animation' started by potato_dev, Jul 9, 2021.

  1. potato_dev

    potato_dev

    Joined:
    Jun 4, 2020
    Posts:
    2
    So, I am developing a Third Person Shooter using Animation Rigging which the character must grab the weapon and aim according the camera center. I followed video tutorials of aiming with animation rigging, but on my first step, which is setting the right hand on the weapon, is returning me a flying character on runtime.

    On inspector there is no change on position.y in any object. but as you can see in the screenshot, I have my character in a different position on Y.
    No matter the type of the rig I set up or the hierarchy of the source object target, I get this result on runtime.

    Some settings:
    - "Banana Man" has Animator and Rig Builder with "RigLayer_HandIK" added as Rig Layer
    - "Armature" is the skeleton of the character
    - "Weapon" is a child of "Banana Man" and don't have components
    - "RigLayers" don't have components
    - "RigLayer_HandIK" has component Rig
    - "Right Hand IK" has Two Bone Constraint
    - I don't have any collider inside "Weapon", just mesh filters and mesh renderers

    I don't have any GameObjects with same name inside "Banana Man".
    Without setting "Weapon" as source target on Two Bone IK Constraint, my character act normal. I tried with an empty animation, but I have the same result.

    Could someone explain what I am doing wrong?
     

    Attached Files:

    Last edited: Jul 10, 2021
  2. potato_dev

    potato_dev

    Joined:
    Jun 4, 2020
    Posts:
    2
    So, I tried to change the character model (the skeleton and the meshes) and I finally get what I wanted. So the problem was related to the model.
     
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