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Question by Lienn · Apr 24, 2017 at 12:11 AM · mecanimrig

Missing armature finger bones when selecting humanoid rig.

I just changed from 5.3 to 5.6 and am having some issues with mecanim conversion. When setting rig to humanoid it's leaving only the first bone of each finger, with second one being there but not showing, as if it was scaled down to 0 and when i try setting up the bones that alse weren't placed it also gives the "not in T-pose" warning. Bones work just fine at animations with generic rig so i assume it has to do with mecanim.

Attached an image of armature at blender and how it's being set at humanoid rig config. Any help is appreciated.

Thanks.

alt text

armature.jpg (80.4 kB)
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avatar image Lienn · Apr 24, 2017 at 12:45 AM 0
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Ok, it seems more like a visual bug. I replaced the finger names to match the exact mecanim names (from finger1-4 to index, middle, ring and little) and, while it still doesn't show the bones at armature visual, as soon as it automatically mapped the them it started working as if the bones were properly placed. Now only need to see if it will affect imported animations.

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Answer by RickshawDerpyDerp · Jul 07, 2019 at 10:12 AM

Same issue in 2019.

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