#Good day everyone. I need help with a

1 messages · Page 1 of 1 (latest)

tacit onyx
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Love the amount of details and surrounding info you added 👏

This is a pretty tough one. Looking at the Unity animation preview window the motions seem kinda similar to the motion we're seeing on the upper spine in your Blender animation. That and the Root Transform XZ on the Unity import settings being flagged red on loop match makes me wonder if there's some shenanigans happening with how Unity is interpreting what the Root bone should be.

Have you tried specifying your Root bone in the Unity import settings under Motion -> Root motion node?

rich jewel
# tacit onyx Love the amount of details and surrounding info you added 👏 This is a pretty ...

Yes, I've tried setting it to these (went over and under):

  • rig: still flies around and model is rotated 90 degrees forward (facing down)
  • root: same as rig
  • Def-Spine: still flies around, not rotated 90 degrees forward, but still has some unusual rotation to it
  • Def-Spine 01: same

I've also tried it in Generic Rig Type.
There, while most animations worked fine, some (like death animation) where the character drops to the ground would get bugged. Character would always be waist-deep in ground and only Def-Spine as root would allow me to set its height offset (in Root Transform Position Y), and the biggest offender: No matter what root I would set, falling to the ground would not work. Instead of th waiste going down, the legs would come up, as if the Floor Level is still set to the waiste level.

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I could send more videos or the model itself if you need a more in-depth inspection.

tacit onyx
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Hmmm, yeah if you're ok sharing the .blend I could take a look on my machine, seems like it'd be a tricky one to troubleshoot through messages / videos

rich jewel
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Included are:

  • Blend file (including mesh and animations)
  • Exported Model (+ Idle Anim)
  • Exported Death Anim (includes falling on ground)
  • Exported Pain Anim
  • Exported Walk Anim (looping anim)
tacit onyx
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Does the character actually fly around in play mode or is this just in the animation preview window?

rich jewel
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it does fly in the scene view too

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One thing I tried was duplicating the animation in Unity (to make it editable), opening the Animation Tab and deleting the Root T and Root Q. It made no difference

tacit onyx
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It's pretty confusing, I used your model fbx as the base with it's own avatar, and then used the walking fbx animation in that animator and it walks okay in the scene but you can see at the base of the default model in the animation preview for walk that the weird janky bone motion is there

rich jewel
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While in this state (having the Walk included with the Mesh), can you add the Idle or Pain animation to Unity and see if it functions? I'm curious to see if they would fly around

tacit onyx
rich jewel
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Thank you for trying that. What steps did you so I can replicate?

tacit onyx
rich jewel
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Ah, so key difference is you've had each animation create its own avatar instead of reusing one. That does make all animations function correctly but will flood the project with avatars once I get a few different npcs in.

This is irritating. They all share the same armature and yet can't retarget from one another.

tacit onyx
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Ahhh and yeah that is a big annoyance. It's not something I've struggled with in my own proj because I export anims, rig, and mesh in the same fbx

It was something I was briefly looking into before but haven't come up with a proper solution just yet. In an ideal situation it would be just a central rig humanoid rig and any humanoid anims / meshes could be retargeted to it, there's maybe something can be done with scripting to retarget bones at runtime but I haven't been too bothered to look further into it cause it hasn't been a big issue for me

rich jewel
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Alright I'll fiddle around some more, see what I can do. Maybe if I bash my head on the keyboard enough it will fix itself lol

Thanks for the time you put in to help man. I really appreciate the effort. Thank you 🍻

tacit onyx
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np np good luck!