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Mecanim is not animating 3d model.

Discussion in 'Animation' started by ThirdEyeCyclops, Aug 21, 2014.

  1. ThirdEyeCyclops

    ThirdEyeCyclops

    Joined:
    Mar 5, 2014
    Posts:
    7
    So I'm following the mecanim tutorial and I'm doing everything exactly right(to my knowledge).. However if I import a 3d model and set up humanoid and press play, the character goes into a weird muscle configuration position and stays like that. I don't know why that is happening but I tried a character which I modeled and rigged myself, I downloaded already rigged 3d models and I even tried FUSE 3d character and Automax character generator with all their bones and rigs. Every time the configuration is perfectly fine, and everything is green but when I press play the character goes into this position:



    How can I fix this issue? Please someone help.


    I should mention that yes there is an anim controller and there is an idle animation applied. In the picture, the character should be doing an idle animation but it wont work.
     
  2. Mecanim-Dev

    Mecanim-Dev

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    Look like your animation clip's animation curve doesn't map to any properties of the avatar.

    What is the rig type of your avatar and your animation clip? select the original asset file and under the tab rig look for the rig type: can be humanoid, generic or legacy
     
  3. ThirdEyeCyclops

    ThirdEyeCyclops

    Joined:
    Mar 5, 2014
    Posts:
    7
    OH my god! Thank you!

    I was ready to lose my mind because I was 100% sure I wasn't doing anything wrong with the rigging part but it wouldn't work. It turned out, because I downloaded free motioncap animations which came with a character model, I had to set the rig of the model with the animation into humanoid from generic. I had no idea.

    Thank you for the help!
     
  4. Mecanim-Dev

    Mecanim-Dev

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    Yes this is expected.

    Humanoid rig allow you to retarget clip easily between avatar with different hierarchy, rather than applying directly the translation, rotation and scale curve on the hierarchy we convert the animation into a normalize space called muscle space which allow us to do that. But you are limited to a predefine set of transform.

    Generic rig are specific to a transform hierarchy, a clip imported for a generic rig will work only on rig with a matching hierarchy.