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Humanoid Rig not identifying weapon bone animation, even though I have checked it in avatar mask

Discussion in 'Animation' started by Skyvastern, Mar 30, 2020.

  1. Skyvastern

    Skyvastern

    Joined:
    Nov 23, 2018
    Posts:
    6
    So I have a character which I made in Blender and added an additional bone for weapon animation, so I guess that means it is a in between bone for a humanoid rig in Unity. But I have seen people on forums and Internet saying that we can animate additional bone if we enable it in the default mask transform settings inside the animation tab of the model. But doing so gives me no success. As the weapon bone stays still and it isn't being animated.

    I am scratching my head for hours and unable to figure out how everyone are able to animate the bone. I dunno but I am thinking of giving up humanoid setup and instead go with the generic as everything works fine there. Though I will have to write an IK system from scratch but I think that would be interesting, learning something new. But the fact that people are able to make the additional bone work makes me wonder what I am doing wrong.

    I need some insight to what I am doing wrong, please show me the right path :)
     
  2. ibernd

    ibernd

    Joined:
    Jun 24, 2019
    Posts:
    16
    Hi,

    in my case it works with this setup (boardBase is the extra bone)
    Anmerkung 2020-03-30 102522.png


    Just now i tested this by adding some extra bones in my armature hierarchy in blender (2.81). It worked fine in any case (both .blend and .fbx) with this import options..

    Does the weapon bone comes with mesh from your blender file? if not i would temporarily bind some mesh to the additional bone (applied Armature modifier and weight paint)
    to be able to see it in Unitys animation preview window..
     
    LaFleurGames and Skyvastern like this.
  3. Skyvastern

    Skyvastern

    Joined:
    Nov 23, 2018
    Posts:
    6
    Yes I am doing the same way, except that I have just parented the weapon to an extra bone ( weapon bone ), haven't applied any weight paint. It's just simple child parent hierarchy and there's no armature modifier on the weapon object. So the body mesh has no vertex group for that weapon bone. Thus, the bone just acts to hold the weapon and make certain things flexible to do.

    Also, whether I have a mask or not in the animation settings, the animation shows perfectly in the animation view regardless. It's when I am in the play mode the animation doesn't play for that bone. And I have also tested the model in a new scene with a simple animator with only one animation, still same problem.
     
  4. Skyvastern

    Skyvastern

    Joined:
    Nov 23, 2018
    Posts:
    6
    Just an update, somehow the animation on that bone has started to work. I don't know what I did, I was just messing around and repeating all things again and again, and surprisingly somehow in my latest try the animation started working.

    But then when I went on to test it out without any mask ( just for testing ), then to my surprise the animation for that bone was still playing. Which is totally weird and should not happen. A while back I was having a complete opposite problem where the animation wasn't playing for that bone, but now it is playing, but even when I have no mask set for that avatar, which is totally not the way it should happen. I am really confused like what the heck is actually going on lol. Btw I am using Unity 2019.1.9f1 so I dunno if it is a problem in that version of Unity. Maybe I should upgrade and see if it happens in the latest release too -_-
     
    mbhagat likes this.
  5. ibernd

    ibernd

    Joined:
    Jun 24, 2019
    Posts:
    16
    Yes definitely
     
    Skyvastern likes this.