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Red entry in the transform mask: what does it mean?

Discussion in 'Animation' started by Baste, Feb 14, 2018.

  1. Baste

    Baste

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    I've got an entry in the transform mask under the animation import that's red. I can't find any information about what that signifies.

    What I mean is that under this list:

    ThisOne.png

    There's an entry that looks like this:

    RedEntry.png

    Why is that red? What does that mean? The bone's not mentioned in any of the import messages.
     
  2. theANMATOR2b

    theANMATOR2b

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    Seems from the notification - the red text denotes a bone/joint that does not match the transform hierarchy - which means the animation may not import correctly. But - what transform hierarchy exactly? The avatar transform hierarchy?

    Does clicking the update mask button in the first image change the color back to white = normal?
     
  3. Baste

    Baste

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    Yes, it does!

    That makes sense, I suppose.
     
  4. theANMATOR2b

    theANMATOR2b

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    Kind of o_O - a more detailed warning message would be nice though. Glad to help. ;)
    It is odd it only warned on that one node - the others did not receive that warning. I wonder why that warning was for that one node only?

    Looks like a pretty complex facial rig!
     
  5. Baste

    Baste

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    It's because that exact bone was renamed after the model was imported into Unity. You can see that it's named _driver, and there's a bone under it named _r_driver. The first one should've been named _l_driver.

    It would be immensely helpful if it said (bone not found in rig) after the bone name. The error message about non-matching paths should also be red - I simply didn't notice it. Hell, I posted it on the forums, and still didn't notice it.

    Close-up rig for conversations. There's 90 blend shapes. Those bones are blend shape drivers - the blend shapes are animated through setting constraints to those bones in blender, and then we have a script that re-creates those constraints in Unity. It was the only way we figured to export blend shape animations from Blender to Unity. If you have a better idea of how to do that, I'd love to hear it, because all of those bones getting animated are not free.
     
    theANMATOR2b likes this.
  6. theANMATOR2b

    theANMATOR2b

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    I hear that - that many bones animating will be expensive, though if it is a cut-scene hopefully less action is taking place so might be acceptable during those sequences.
    Unfortunately I do not know blender well. I hardly ever - EVER use it.
    For pre-baked animated morphs - I believe this is similar to how it is done in all other 3D packages, so the animations do not have to be created in Unity after export.