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mixamo to blender to unity conversion error

Discussion in 'Animation' started by Manimor, Feb 4, 2016.

  1. Manimor

    Manimor

    Joined:
    Sep 7, 2013
    Posts:
    21
    Hi, I've been trying to export mixamo animation to unity with blender as a middle man,
    but animations don't want to follow. It works OK straight to unity, but if I import the animation in blender, it gets messed up. I get this lovely warning when I try to export from blender.

    MuscleClip 'Man2h' conversion warning: 'mixamorig:Hips/mixamorig:Spine/mixamorig:Spine1/mixamorig:Spine2' is between humanoid transforms and has rotation animation. This might lower retargeting quality.

    I mean, the animation works fine inside blender, but gets screwed up on export.

    https://vid.me/JDhu

    First image in maximo, second in blender, third from mixamo to unity straight and last from mixamo to blender to unity.

    First I believed it had something to do with the fact that the skeleton has 3 spines, and humanoid has 2, but the problem seems to persist even in generic form. So it seems to be a muscleclip problem?

    (My workflow:= download fbx T-pose, correct it, (Apply transform on import, scale 100),
    download fbx Animation, correct it (Apply transform, scale 100), add t-pose avatar to humanoid skeleton on animation)

    Thanks for any input,

    Regards Daniel
     
    Last edited: Feb 4, 2016
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Hey Manimor - I've seen this before but have never encountered it. Check around here on the forum, there is instance of this and the fix for it.
     
  3. Manimor

    Manimor

    Joined:
    Sep 7, 2013
    Posts:
    21
    Thanks for the help,

    I solved it finally, it all boggled down to scale, applied scale and rotation as usual.

    Thanks for the input, I dont think I solved it the same way though ;)

    Take care
     
    theANMATOR2b likes this.