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Question Unity enforces Humanoid rig type

Discussion in 'Animation' started by gyamac, Apr 8, 2021.

  1. gyamac


    Feb 12, 2017
    EDIT: An fbx import script that I had forgotten about was interfering with the operation!! It's fixed now


    I'm working on a project that requires maintaining the original (human motion) data in the .fbx file when I import it to Unity. When I imported it as a humanoid rig, I've experienced a mismatch in the data (small positional mismatch). I've read in another post that this can be overcome by using a generic rig instead of a humanoid one.

    However, when I choose the 'generic' animation type, it automatically reverts back to 'humanoid' when I hit apply. Is that because Unity automatically recognizes the hierarchy as a humanoid one? Is there a way to do otherwise?

    I'd appreciate any kind of suggestions. Thanks very much!
    Last edited: Apr 8, 2021