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Question by calpolican · Nov 27, 2018 at 11:12 AM · animationrotationmecanimfbxjoints

Animation mismatch

All my animations show significant differences from the original file. Here you can see an example where the guy is suppouse to be taking his injured arm. As you can see, in Unity, in the same frame, he is not grubbing anything.

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unity-animation-problem.jpg (279.2 kB)
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Answer by Hirnwirbel · Nov 28, 2018 at 09:50 AM

Hey there

  1. This could come from Unity compressing your animation curves. The further down in the hierarchy a bone is, the more rotation errors from this compression will accumulate. Have a look at your import settings. Is the bug still there if you set that to no compression?

alt text

  1. If this doesn't help, the issue is more likely in the export from your 3D program. Are you baking the keyframes before exporting? If not, try if it helps.

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avatar image calpolican · Nov 29, 2018 at 03:18 AM 0
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Hey, thanks a lot for answering. I've tried both before asking, and none worked. I always bake the animation on export, and I've set the animation compression off. One thing I've noticed is that the other models don't seem to have this problem when I use them to preview the animation (the fingers aren't right though). So I'm thinking there may be something wrong with my avatar. But I can't figure out what, I selected the option to create one for this model, and everything gets recognized correctly.

avatar image calpolican calpolican · Nov 29, 2018 at 04:19 AM 0
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Turns out, it was the muscles. It seems I had change the initial behaviour, resetting did the trick. If someone else needs the answer for this:

.

1- open the import settings for the model that has this problem.

2- Go to the rig tab: Rig> AvatareDefinition> Configure.

3- In the new scene open Muscle&Settings's tab.

4- On the bottom you'll see a small dropdown "Muscles">Reset.

avatar image Hirnwirbel calpolican · Nov 29, 2018 at 01:42 PM 0
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Hey, glad you found the solution and thanks for taking the time to post it. I've never used Unity muscles, good to know this for the future :)

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