Search Unity

Import FBX with animations inconsistency

Discussion in 'Animation' started by quickytools, Aug 30, 2021.

  1. quickytools

    quickytools

    Joined:
    Aug 26, 2019
    Posts:
    19
    When I import a humanoid asset with only a T-pose into Unity everything orients as expected.

    humanoid-t.png

    When I add an idle animation (after the T-pose) and import into Unity and the arms are twisted 180 degrees for some reason. This also ruins the idle animation. How does Unity go about normalizing orientations with it comes to importing animations? Is there a way to force Unity to adhere to the T-pose orientation.

    humanoid-t-idle.png

    These files are generated from Houdini and load correctly in Houdini.
    Viewing the asset with the idle animation in other viewers renders the T-pose correctly as well. This seems to be an issue related to Unity importing.
     

    Attached Files:

  2. quickytools

    quickytools

    Joined:
    Aug 26, 2019
    Posts:
    19
    Actually looking at the screenshots above it seems everything under the neck is turned 180 degrees... Has anyone experienced this before?
     
  3. quickytools

    quickytools

    Joined:
    Aug 26, 2019
    Posts:
    19
    Also the mesh imports properly so it has to how the idle animation is read that is throwing everything off...
    Screen Shot 2021-08-31 at 8.28.06 AM.png