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Humanoid rig critically affecting skeletal finger animations.

Discussion in 'Animation' started by jordi-balfego, Feb 2, 2016.

  1. jordi-balfego

    jordi-balfego

    Joined:
    Mar 11, 2015
    Posts:
    1
    Unity’s Humanoid is not allowing all the necessary bone rotations on avatars’ fingers causing broken fingers animations (different poses than the ones originally animated).

    In our tests it seems like the Muscle clip is removing all animation in the orientation axis that are not feasible for a human body, and this is very noticeable in fingers (specially the Thumb).

    Does anybody know how to override this mechanism or if any other workaround is possible?
     
  2. medhue

    medhue

    Joined:
    Aug 24, 2014
    Posts:
    176
    You could try masking out the hands, and then playing them using it's geneic rig.
     
  3. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Do you have a image to show your setup of the muscles, the rig (showing all green) in the inspector and the results in the scene?
    This sounds like unintended behavior resulting from a bad rig setup - user error, .