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Model Squishing Together

Discussion in 'Animation' started by Herooftime1000, Jun 7, 2017.

  1. Herooftime1000

    Herooftime1000

    Joined:
    Jun 7, 2017
    Posts:
    15
    I won't lie. I have very little experience on working with 3D models. However, I've watched enough tutorials on how to help me get started on making an animator controller. However, one of (many) animations I've received from a third party manage to squish the model into a ball, like there is no skeleton and the model is reset to a point. Here's what it looks like.

    http://imgur.com/a/K3g3E

    Any idea what might be causing this error? Please and thank you. Also, any ideas on the best way to learn more about importing and managing 3D models and animations?
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    I really can't guess to be certain what is happening, but from the image it looks like all the pieces of the model (arms, body, legs, head) are different mesh pieces or different mesh elements, and they are all getting oriented/positioned to the same exact 3D location in space.
    Can you select the character (and if it is different elements) select all the elements and see if the pivot gizmo of the pieces are all at the same place in space?
    To be honest - I don't know what would cause this to happen. Maybe the 3rd party has some import directions for Unity.
     
  3. Herooftime1000

    Herooftime1000

    Joined:
    Jun 7, 2017
    Posts:
    15
    My best guess is that, when I imported the animations, the rigs of the imported models where assigned a default avatar definition. I may have to configure each imported animation to work with only one.
     
  4. TrickyHandz

    TrickyHandz

    Joined:
    Jul 23, 2010
    Posts:
    196
    Are you using a Humanoid rig on the character? The balled up pose reminds me of the Humanoid Rest pose where all muscle clips are set to 0. This results in the character assuming something like a fetal position. I've seen this happen with some characters when an animation only manipulated a few properties so Mecanim resorted to the defaults for muscle space. Those issues were generally resolved by ensuring avatar masks were properly set up on layer that were controlling specific body parts.

    Hope that might help narrow down the issue.

    Cheers,
    TrickyHandz
     
  5. Herooftime1000

    Herooftime1000

    Joined:
    Jun 7, 2017
    Posts:
    15
    Thanks all, but I fixed it. The models needed to be in the same imported size.