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Question by goodmonkey2000 · Aug 10, 2015 at 03:42 AM · animationrighumanoidgenericeyes

Animation Types: Humanoid vs. Generic breaking my rig

Trying to get an idle and walk animation onto a character to test my rig. I've exported two FBX files that appear to run completely fine when I import them into Maya and Motionbuilder, but when I import the Idle animation into Unity, the eyes stop working (even if I delete, rebuild, and reexport them.)

I know it must be a Unity problem, because when I set the animation type to "Humanoid" mode, the Idle animation works perfectly, eyes included. But once I leave "Generic" mode, the Walk animation stops working and explodes on me. Before I start sharing FBX files, I just need to know if there's something specific that Unity is looking for when I build a rig? Do the different animation types struggle with naming conventions or joint hierarchies?

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avatar image goodmonkey2000 · Aug 10, 2015 at 02:34 AM 1
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Resolved!

Turns out the FBX Exporter was baking all the wrong values on my joints, causing random glitches in my exports. When I bake the animation in $$anonymous$$aya first, it exports to Unity perfectly.

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