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Mecanim animation accuracy issues

Discussion in 'Animation' started by ThatCoderGuy_, Jul 25, 2014.

  1. ThatCoderGuy_

    ThatCoderGuy_

    Joined:
    Sep 2, 2013
    Posts:
    1
    Hey,
    We have been having some issues with out animations in out game.

    Basically, we have rigged our skeletons with 1 Chest bone, 1 Hip bone and 2 spine bones which creates problems in mechanim due to there only being one spine bone slot for humanoid rigs. This causes a loss in animation accuracy when we translate this into our game.

    The problems are:

    1. The character is set to mecanim and joints have been assigned however the animation clips are set to humanoid/mecanim and generic.

    2. The generic anims are more accurate but capsule collider does not follow the character (for physics)

    3. The mecanim anims are not accurate, cause distortion on the skin but capsule collider does follow the character.

    As we have more than 1000 animation in our game, we would like both anim accuracy and the collider position to be updated without having to go over all of our animation again. Is there a way to resolve this?

    Thanks
     
  2. TMPxyz

    TMPxyz

    Joined:
    Jul 20, 2012
    Posts:
    766
    So you're using rootmotion to move your character, not by code?
    Then you could try using generic rig with root motion, see if that help