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mecanim why legs twist inside on animation ??

Discussion in 'Animation' started by DZbro, Sep 28, 2018.

  1. DZbro

    DZbro

    Joined:
    Jun 7, 2018
    Posts:
    2
    Hello ;]
    I have this issue i just can't wrap my head around;/

    Made custom character with animations but when i use mecanim for it i seam to get a strange internal leg twisting :(
    uploaded a example
    twist.jpg this doesn't happen when i use Generic but i really need to have all of the characters using humanoid since will buy some additional animations outside the studio and can't afford manual retargeting with blender with i use.

    Those are more extreme examples but it also happens when i dont use DOF on simple animation where character needs to change the foot positions (1-2 frames of leg twisting inward in run animation ect)

    what supposed to be causing it ??

    Moust of the characters in rhe projeckt have exaggerated proportions close to TF2 so the animations can get a bit extrame.

    Is there something im missing or is humanoid just not fit for this type of characters/animations??
     
    Salja likes this.
  2. DZbro

    DZbro

    Joined:
    Jun 7, 2018
    Posts:
    2
    No one is having any issues with humanoid in unity ? its really frustrating not knowing what i'm doing wrong here XD
     
    Salja likes this.
  3. Salja

    Salja

    Joined:
    Mar 23, 2017
    Posts:
    326
    hmm i have want to open a post and saw yours, i run into the same issue with my character, i don´t have the issue at Generic and i don´t have the issue at Maya i have just the issue in Humanoid. The Leg is twist and i don´t know why

     
  4. ChadrickEvans

    ChadrickEvans

    Joined:
    Mar 14, 2015
    Posts:
    38
    Yeah, this has come up for me quite a lot. It might be an issue with the way blender models are imported into Unity.
     
  5. Baste

    Baste

    Joined:
    Jan 24, 2013
    Posts:
    4,604
    It seems to be due to how animations are imported.

    Select the model, and go to the animation import, expand "import messages". You might see something like this:

    upload_2018-12-19_15-12-28.png

    What's happening is that the importer has set the root of our model as the "hip" bone, while our hip animations are on a child of that root (named Deform-hips). This causes some animations to be discarded, and in turn causes the feet to slide a bunch.

    I think this is manageable by opening all the models, and setting the hip bone manually on all of them. Problem is, remembering that for all models seems not very viable, and the humanoid importer isn't really scriptable (can't autobind), so I'm not quite sure what's an efficient way to handle this.
     
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