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Hips/Pivot bone don't translate for Humanoid

Discussion in 'Animation' started by joshcamas, Jan 1, 2018.

  1. joshcamas

    joshcamas

    Joined:
    Jun 16, 2017
    Posts:
    1,268
    Hello friends.

    When I import my rig, my pivot point (hips) allows position to be animated:

    However, when I turn it into a humanoid rig, this happens:


    As you can see, in the humanoid mode the pivot point / hips cannot be translated. (It can be rotated, I believe). This won't do, since I need to allow characters to crouch and such.

    Any thoughts? Thank you!
    -Josh

    EDIT: I thought I had figured it out, but not quite. In this documentation it says to enable DoF, and this *almost* works... but not quite. It moves some bones correctly, but it makes him into a L O N G B O I. It looks like there's a strange issue with the hip bone being translated to the origin, causing the legs to move down relative to the hip, and yet the spine staying in the same position as before, with the arms relative to the spine.
     
    Last edited: Jan 1, 2018
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    A couple things to note.
    - Humanoid rig setup is not designed to be animated in Unity. It is designed to use externally created animations and allow for retargeting onto other humanoid confirmed rigs.
    - Most rigs have one additional parent "root" bone that the hips bone is a child of. Hip bones do not translate normally, they only rotate. The root node is the bone that is translated and also rotated, and the hips follow the root bone.
    This is also commonly why the locomotion baked into animation is called root motion.
     
  3. joshcamas

    joshcamas

    Joined:
    Jun 16, 2017
    Posts:
    1,268
    Thanks for your reply!!

    Ah, I didn't mention that these animations are indeed external :)
    And that's what I've been worried about :( What if I want to move the hips but not the whole character? :/
     
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    That is not a normal animation technique for a humanoid character, however the generic rig allows for most non-humanoid motion so that is the option to use if you want to create animations that are not common to humans. :) Like cartoon or reverse hierarchical animations.

    Animations can still be created where a character moves his root node while the character stays in-place with feet planted to the ground - like a hoola-hoop dancer or something. These animations use IK to lock the feet in place while the root node is animated - which in turn moves the hips because they are parented to the root node.
    This type of animation could still be used with the humanoid set up, and IK locking works in Unity very well with the humanoid rig.