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Question by gtaharaedmonds · May 07, 2017 at 09:47 PM · animationblendermecanimrighumanoid

Extra bones mess up with humanoid animations

So I have a bunch of animations for a character that I need to be a humanoid (to use IK). The rig is a pretty standard except there is an extra bone for the gun he carries. All the animations look fine in Blender, but when I import them to Unity things screw up. Everything animates fine except the gun bone. Also, when I switch my character back to generic animation, everything looks as it should.

Thanks for any help.

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Answer by theANMATOR2b · May 08, 2017 at 02:19 AM

Humanoid is required for built in IK - however there are several alternate options to use a simpler generic rig with IK solutions from the asset store. Might consider that as an alternate approach if a cumbersome solution is the only option for dealing with humanoid.

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avatar image gtaharaedmonds · May 08, 2017 at 06:55 AM 0
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I would also like to use some other humanoid features, though. Do you know of another solution?

avatar image theANMATOR2b gtaharaedmonds · May 08, 2017 at 01:12 PM 0
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Yeah bud - research avatar masking. This will allow you to keep humanoid rig but mask the bones that are not humanoid. I've only used this in a test environment - not full on production - however it worked when I finally got the setup correct. Although I did not have an animated 'extra' bone.

avatar image DChap gtaharaedmonds · Aug 20, 2017 at 06:45 AM 0
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I'm having this same exact problem and it's incredibly frustrating. Have you found a solution @gtaharaedmonds?

Everyone has mentioned the solution of: Animation Tab> $$anonymous$$ask> Transform and clicking the boxes of all the additional bones. I've done that, but it still doesn't work. $$anonymous$$y dude's gun is still weirdly offset. It's so close to correct, but it's off. Like in your example- everything looks perfect with a Generic rig, but I need the Humanoid features for I$$anonymous$$ and other things.

I don't understand how it's so hard to find solutions on what seems to me like a fundamental feature you would need to make a game.

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