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slight feet and hand movement during idle

Discussion in 'Animation' started by DeeCee2, Apr 7, 2016.

  1. DeeCee2

    DeeCee2

    Joined:
    Sep 10, 2015
    Posts:
    4
    I use blender to export a model (FBX 7.4 Binary exporter), and export the animations seperately (same exporter)

    everything is fine save for one thing: during an aide animation, where the character just stands breathing and nothing else, both the hands and the feet still move slightly, despite having the root transformations of the animation baked into 'original' on all settings.
    The movement is very slight, but just there enough to be noticable during gameplay.

    I use IK, and have IK keyed on at the start and end frame of the animation, on both feet and hands.
     
  2. SethMeshko

    SethMeshko

    Joined:
    Sep 20, 2014
    Posts:
    109
    Do you have any extra joints in the rig? For instance twist joints in the thighs and calves? If you do and you are using the humanoid rig then unity may not be calculating them. You have to create an avatar mask that includes those joints.
     
  3. DeeCee2

    DeeCee2

    Joined:
    Sep 10, 2015
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    nope, we're using a rig specifically to work well with the humanoid function in Unity, and all joints are assigned properly.
     
  4. SethMeshko

    SethMeshko

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    Sep 20, 2014
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    In the inspector for the animation asset go to rig>configure>muscles and settings, at the bottom of that menu under additional settings is a check box with Translation DoF. Click that on and see if it improves.
     
  5. DeeCee2

    DeeCee2

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    Sep 10, 2015
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    No difference...
     
  6. trasher258

    trasher258

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    Apr 2, 2013
    Posts:
    21
    You might want to check if the compression settings for the animation are causing the issue. In some situations, this can cause inaccuracies in the animation compared to the original and may need to be tweaked abit. Take a look at the documentation here and see if that helps: http://docs.unity3d.com/Manual/FBXImporter-Animations.html
     
  7. SethMeshko

    SethMeshko

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    Sep 20, 2014
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    Are you importing the rig with the IK system intact? Or are you baking out the animations and just importing the skeleton with rotations?
     
  8. DeeCee2

    DeeCee2

    Joined:
    Sep 10, 2015
    Posts:
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    I was baking the animations

    Thanks for the tip. Adjusting the compression in unity didn't do enough (altough turning it off did help a bit!), but in combination to some adjustments to the blender exporter settings managed to minimise the problem to a point where it's unnoticable in the game. It's still there when you look closely, so the problem isn't completely solved, but the game never gets that close to a character, so it works well enough

    thank you both very much for your help~
     
  9. josvendsen4

    josvendsen4

    Joined:
    Sep 8, 2020
    Posts:
    1
    I realize that I'm 6 years too late, but in case anyone stumbles upon the same problem. This is caused when exporting from blender. When exporting, go down to "Bake Animation" and set "Simplify" down to a lower number. Something like 0.1 works. Then in unity, when changing rig to Humanoid, go to the Animation tab and set Anim. compression to "off".

    Keep in mind that setting the simplify lower will increase exporting time.