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Problem with shoulder/twist bones

Discussion in 'Animation' started by Shadow_john, Aug 24, 2014.

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Problem with shoulder/twist bones

  1. rig

    6 vote(s)
    100.0%
  2. skin

    3 vote(s)
    50.0%
  3. animation

    2 vote(s)
    33.3%
Multiple votes are allowed.
  1. Shadow_john

    Shadow_john

    Joined:
    Aug 24, 2014
    Posts:
    1
    Hi Everyone,

    A while ago me and my friends started making a beat em up game. But we have encounter some rig / skinning problem. We are doing everything in 3dsmax (model, rig, animation) and import it in unity but once our animated characters are in unity the arms of the characters are messed up

    This is some animations for one of our enemy:


    And after importing in unity:



    At first the enemy was rigged with forearm twist bones, but then in unity it got complicated so I took em out and skin directly to its forearm biped bone. Still having done that the forearm are still messed up in unity

    Am I doing something wrong in the process? What is the correct process for setting it up in/for Unity.

    Thank you
     

    Attached Files:

  2. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    Hi Shadow,

    It's related to how your twist bone are parented, it a common issue we get with some Biped rig when the twist bone is not the direct parent of the next human bone.

    Take a look at this post to help you setup your rig
    http://blogs.unity3d.com/2014/05/26/mecanim-humanoids/
     
    chriseng and BrandyStarbrite like this.
  3. wechat_os_Qy06eaOhICF9NcZoMWMLtv5cI

    wechat_os_Qy06eaOhICF9NcZoMWMLtv5cI

    Joined:
    Feb 1, 2018
    Posts:
    33
    Why Unity doesn't use twist bones????