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Weird issue when trying to create humanoid avatar

Discussion in 'Animation' started by Polydox, Oct 17, 2018.

  1. Polydox

    Polydox

    Joined:
    Oct 1, 2018
    Posts:
    1
    So I've been having a hell of a time trying to create and avatar and I'm not sure why. I'm importing a FBX from Maya. The rig and all constraints have been removed. It will auto configure fine. Being in proper t-pose or not has not made a difference. Mesh still moves with joints in Maya. Some odd things I notice when comparing mine to a test avatar that came with the character controller I imported is there seems to be these phantom joints going from the characters feet to eyes (shown in picture, which I feel is the problem). If I select these "joints" it just highlights the root of the whole character. When I try and move the joints in configuration the model does not follow. Ive imported a test animation made from this rig and it works on the default test avatar but not on my avatar. Also in muscle mode the character will just remain in t pose.

    I have also tried re exporting the test avatar that came with the character controller and i end up with the same issue. so I'm at a loss for what is exactly happening.



     

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