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Humanoid Rig without hands?

Discussion in 'Animation' started by Zeclown, Jan 20, 2015.

  1. Zeclown

    Zeclown

    Joined:
    Jul 27, 2014
    Posts:
    17
    Hey! I'm fairly new to unity and I tried to use mechanim for the first time! The problem is that my model is a basic stickman stickman.png . As you can see, it doesn't have any foot or hand, both of which are required for the Humanoid Rig. I don't know if this is why but I have a problem with my walk animation not playing at all if it is not set on the generic animation rig. I want to benefit from the perks of working with the humanoid rig. Any solutions without adding hands and feet to my mesh?
     
  2. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    Hand and feet are optionnal in mecanim but you need at least to define an ankle and a wrist.
     
  3. Zeclown

    Zeclown

    Joined:
    Jul 27, 2014
    Posts:
    17
    Thanks a lot for you time! I added the bones you told me and it's working pretty fine! The only problem now is that my mesh is getting a lot of weird deformations that seems to be on the unity side of things. Here is my mesh in position in blender, handling it pretty fine Untitled2.png Untitled1.png . And here it is when I add basic animations to it in unity Untitled3.png Untitled.png . Does it have something to do with my bone constraints not being enforced in unity?
     
  4. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    If you are using some special blender constraint to animate your character you will need to bake all this to standard FK animation( position/rotation/scale). Unity cannot implement every constraint from every 3d tools to support all case.

    I'm not a blender power user but we do have some user on the forum here that could help you to bring your rig inside Unity like @medhue which always give good answer.