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Rigging > Unity Animation Types
show user profile  Dave
Heyo, I know there's some Unity folk here, so hopefully someone can help me out.

I'm trying to use the humanoid animation type within unity, it's not uber important that I do, but it has some nice features that the generic type doesn't have.

Now, I've used it before and ran into little issues that were solvable. But now I've got one that I can't seem to shake. Here's an image of my character in a pose. The left is using the generic animation type, the right one is using humanoid.


It's a little hard to tell, but aside from the obvious issues of hand placement and rotation. His head is also getting a bit squished on the humanoid type.

I've checked the avatar settings, and everything "seems" to be okay, in that I get no errors, it can go into the T-pose, it finds all the bones it needs to. The one thing I don't know about is that some bones aren't green, like the bottom of the spine.


I mean, that looks good to me, but I'm not experienced enough. The bottom pose there is just messing with unity's muscle stuff, and it appears to know what's what.

Lastly, my rig isn't anything special (I think)... standard CAT stuff with some extra CAT bones thrown in. A look-at constraint, some linking of dummies... all totally reasonable.



Does anyone here have any tips? I would go post on the unity forums but there's a good chance my boss will find the post and he won't be too pleased about me showing this character.

"I flew over Egypt once"

read 650 times
11/4/2014 4:16:52 PM (last edit: 11/4/2014 4:16:52 PM)
show user profile  Dave
Nevermind!

I failed to notice the odd assignment of bones in his arms. I've got it all working now by manually telling unity what bones should affect what areas, rather than letting it pick.

I'm still 90% sure the face is getting squished... but perhaps that's just my imagination.

"I flew over Egypt once"

read 634 times
11/4/2014 4:43:25 PM (last edit: 11/4/2014 4:43:25 PM)
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