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Importing Animations - Unity discarding joint scale/translation for some joints

Discussion in 'Animation' started by Kanaratron, Jun 2, 2017.

  1. Kanaratron

    Kanaratron

    Joined:
    Jun 2, 2017
    Posts:
    6
    Hi,

    This is my first post, been looking at this for a little while, tried a few things and read some forum posts with little success so thought I'd post here. Apologies in advance if it's a rookie mistake.

    I'm importing a facial animation for my character to play on a layer. I'm using Mechanim. In the process of importing it Unity is discarding some joint scale and transform animation and I can't work out why.

    The animation is all present and correct in the FBX exported from Maya and scale and translate animation is working just fine on some of the other facial joints.

    The only thing I noticed is that in the Import Animation Settings, when I look under Mask>Transform the joints that seem to be having problems are greyed out and I'm unable to change them (see image).

    Any help would be greatly appreciated.
    Many thanks,
    Alex

     
    mktv likes this.
  2. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    You are probably importing a humanoid animation. Try with a generic rig if scale and translation is important for you. The humanoid rig doesn't support scale and has some limitation regarding translation animation.

    yeah this is expected for humanoid, you cannot uncheck/check any human bone, they are imported by default and that why they are all grey out.
     
    mktv and theANMATOR2b like this.
  3. Kanaratron

    Kanaratron

    Joined:
    Jun 2, 2017
    Posts:
    6
    Hi,

    Thanks for the reply :)

    You're correct it's using a mechanim humanoid rig. However, currently scale and translation animation is coming through correctly on some of the non humanoid mapped joints (on the eyebrow and iris joints in my image for example), just not on those greyed out joints.

    Many Thanks,
    Alex
     
  4. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    yes exactly, scale and translation will work on non human transform, those grey out are human transform and scaling won't work on those one simply because we can't retarget the scale easily
     
    mktv likes this.
  5. Kanaratron

    Kanaratron

    Joined:
    Jun 2, 2017
    Posts:
    6
    Hi,

    Thanks again. Cool! I didn't realise it had mapped my nose and eye joints to the humanoid rig. I'll have a look.

    Cheers,
    Alex
     
  6. Kanaratron

    Kanaratron

    Joined:
    Jun 2, 2017
    Posts:
    6
    Hi, just tried it out and that fixed it. Removing those joints from the avatar definition made the animation import as expected. Many Thanks,
    Alex
     
    mktv, rubble1 and theANMATOR2b like this.
  7. ShubahmTeva

    ShubahmTeva

    Joined:
    Mar 20, 2024
    Posts:
    1
    I need the scale animation on my humanoid rig scale is not neccessary for me but it makes animation looks good is there a solution for this