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Humanoid avatar stuck in pose

Discussion in 'Animation' started by Multiainen, Oct 24, 2019.

  1. Multiainen

    Multiainen

    Joined:
    Oct 9, 2019
    Posts:
    16
    Hi. I made a low-poly humanoid mesh in blender (using the simplified human rig), exported it to unity, created a humanoid avatar, configured the bones... and ran into some issues. When I create a new clip in the animation window, the mesh falls half-way through the ground with arms and knees bent. I can move the mesh back above ground just fine, but when I try to rotate any of the bones, they just snap back into the original position and the rotation angles reset immediately. The same happens if I try to change their position (not that I'd want to), but scaling them up and down works. If I try to run the game without animations or with any unity animations in the controller, it also prevents character movement (regardless of root motion being applied or not).

    I tried animating the same mesh earlier as a generic one and it worked fine. Also, the animations I imported from blender work (albeit they don't seem to want to loop now). I'd really rather animate in unity since the interface is more user-friendly and I wouldn't have to keep importing new versions of the same mesh, though. Elsewhere online I found two suggested solutions to this: one was to import an idle animation (which at least fixed the movement issue and showed this could be fixed with blender animations, but didn't do anything to help with the pose issue in unity animations), the other was to "copy from other avatar" when setting up the avatar, rather than creating one from the model (which just didn't create an avatar and left the model generic). Is the default animation system in unity just not intended for humanoid animation, or am I doing something wrong?

    Below is an image of the pose, and an image of my avatar setup.

    upload_2019-10-24_15-13-35.png

    upload_2019-10-24_15-15-26.png
     
  2. Olmi

    Olmi

    Joined:
    Nov 29, 2012
    Posts:
    1,553
    I think it is not possible directly.

    According to @ecanim-Dev, it was not possible in 2016, and I think it's not possible now:
    (source: https://forum.unity.com/threads/is-it-possible-to-create-humanoid-animations-in-editor.380049/)

    Also, if you create a new animation clip and grab some of your bones and try to rotate them (for example) with the record button on, you will get a debug print to console which says: "Keyframing rotation on humanoid rig is not supported!"

    And I would seriously consider about trying to animate anything like a humanoid rig without proper IK etc. tools available. There's pretty much none in Unity editor at the moment.
     
    Multiainen likes this.
  3. Multiainen

    Multiainen

    Joined:
    Oct 9, 2019
    Posts:
    16
    Ah, that's a shame, I'll be using blender then. Thanks for the reply!
     
  4. Olmi

    Olmi

    Joined:
    Nov 29, 2012
    Posts:
    1,553
    You could go look for some tools that exist in Asset Store for animating humanoids inside Unity, there are some.