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Question by BankShotZombies · May 02, 2020 at 08:58 PM · animationanimatormecanim

Mecanim animation not working as expected.

Hello. I have a mecanim-ready, rigged model I downloaded from the asset store. I am trying to use an animation I downloaded from mixamo.com. However, the animation is different when I bring it into the game. The legs are super wobbly, and the hips move way more than expected.

The animation looks completely fine in the preview: alt text

As for when I actually put it into the game: alt text

I don't think it has to do with my transitions, because even when I set that running animation as my only animation in the animator, it still does it.

As for my rig settings, I have it as a humanoid and set it to copy the avatar from my player avatar. I have tried different download settings from mixamo, re-enforcing t-pose, and even putting my animations and models in the same folder (because I read somewhere that it worked for them), yet nothing has come of it.

I've been stuck on this for hours and can't proceed in my game, so thank you in advance for any help!

ezgifcom-crop-1.gif (320.8 kB)
ezgifcom-crop-2.gif (132.4 kB)
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avatar image shadowpuppet · May 02, 2020 at 09:42 PM 0
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have you used other $$anonymous$$ixamo animations on this model? does the bone hierarchy in model from asset store match animation from $$anonymous$$ixamo? looks like the root has y rotation. Did you rig model yourself with a plugin and add a "hula" node. Could be a lot of things but I don't know your work flow

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Answer by BankShotZombies · May 03, 2020 at 05:14 AM

Okay, so I have figured out what was happening. The animation that came from Mixamo depends on root motion. I am not sure why even when importing with the "in place" option still messes with the animation, but it does.

Here is what I did to fix it: The fbx from Mixamo should be a humanoid rig. Then in the animation, turn on loop time and loop pose. Also, turn on all "bake into pose" options, including the Y and XZ.

I can't guarantee that this is the same cause for everyone, but this is what fixed it for me. Also thanks to @shadowpuppet for helping me narrow down the search to root motion. I don't see the benefit for it, but it works with root motion or without.

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avatar image shadowpuppet · May 03, 2020 at 11:17 AM 0
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@BankShotZombies . Glad you figured it out. I think the apply root motion has to do with whether the animation has movement on the z axis or is running in place and whether he is an AI character or the player controlled character. I totally forgot about the baking parameters as "yes" those make a big difference as to how the animation plays in game. Now time to tackle the next problem that will arise. What exactly, I don't know , but something always pops up

avatar image BankShotZombies shadowpuppet · May 03, 2020 at 08:21 PM 0
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You're completely right on that. Since the animation came with root motion, it's going to try and apply root motion. Although, I'm not sure why it included root motion even when I applied "in place."

I spent a lot of time trying to figure out such a small thing, but oh well, it's part of the learning progress. And to answer your question on why I don't want to use root motion: I just don't really see when I can utilize it. If I want to move my player forward, I'd prefer to just do it myself with some character controller. I'm sure there's some other use for it that I haven't looked into, but for now, what I have is fine.

However, I'm not going to talk on any of that because I don't know much about root motion and animations.

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Answer by shadowpuppet · May 02, 2020 at 11:20 PM

@BankShotZombies . Yeah that sounds like my work flow. You have tried other Mixamo animations from the model you uploaded and they work? it's just this run cycle? I'm confused about some terms..when you bought the model did have a skeleton and the skin was bound to the skeleton? ( some people call that "rigged", I call it "skinned", I use "rigged" to refer to a skinned model that has an animation rig -manipulator handles to animate the model easier than selecting and rotating bones. Like I upload a mesh model to Mixamo, it adds skeleton and skins it - binds the mesh to the bones - then I download that and in my 3D program I have a plugin that will "rig" it - add the animation controls to it) "chest wasn't configured" ...not sure what that means, but I know Mixamo animations are picky and node / bone names can't be changed or their order. Maybe that chest thing you added has caused the animation imported to be applied to something it shouldn't putting animation on the root or hips where it shouldn't be. I don't know, if other Mixamo animations download/play correctly that theory wouldn't make sense. Sorry, don't seem to be of much help. But when my animations go funky it's because there is something different between the model/animation I downloaded and the model I use in the game. Did you try putting the actual model that came with when you downloaded the run from Mixamo and put that in the scene? just make a simple Animator for him with the run as the default so he runs in place and see what that looks like rather than apply the animation to your game model ( assuming you have a game model in there and just used the animation from the downloaded run)If it works on that but not the inGame model/avatar/Animator then it seems to be something with the in Game model. Hard to debug without seeing anything more than the gifs you posted of it not working.Just guessing here from past experience of things not working

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avatar image BankShotZombies · May 03, 2020 at 12:29 AM 0
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Okay, so I put the fbx model into Blender. The seller from the asset store claims that it is "rigged". I genuinely can't tell whether it is or rigged and skinned. I uploaded a video showing it, and you can see a bit of the hierarchy in the top right: https://vimeo.com/414362592

When I said that the chest was missing and I added it, I just meant that the avatar configuration for the chest bone wasn't applied. As in this: alt text

I did find something else out. I did as you suggested and put the fbx directly from $$anonymous$$ixamo into my scene, and put an Animator to just make it run. Of course, when I forgot to put the avatar on it, it didn't do anything. When I put on the avatar, it did that same weird run. However, when I turned on the root motion button, it suddenly worked. I'm not sure why. I'd prefer not to use root motion if possible though.

I'm not sure if that narrows it down any further. If you have any other questions, please let me know. Sorry for my incompetence in using animations and models.

configuration.png (66.7 kB)
avatar image shadowpuppet BankShotZombies · May 03, 2020 at 03:55 AM 0
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@BankShotZombies What the seller calls "rigged" I call "skinned", that is not the issue but when I bring a $$anonymous$$ixamo character into $$anonymous$$aya and use the $$anonymous$$ixamo plugin and hit the "rig character" button it adds the animation controlsalt text.Don't know if I mentioned that I have only upgraded my Unity as far as 4.7. I learned on a much older version and upgraded as I worked on my game ( purely hobby) but going to version 5 broke everything. So I am way out of date as far as the new Unity features and changes to Animator. Sounds like what is happening is there is a Y rotation ( if Y is pointing up in the world) on the root node in the animation that is needed to keep the legs from doing that funky angling thing. Did you try downloading the run from $$anonymous$$ixamo with the "in place" button checked? That would eli$$anonymous$$ate any Z translate but keep the root rotation. $$anonymous$$y question is why do you not want to apply root motion? I opened my project to see what I had done and I have her with root motion checked on, although unchecking it didn't seem to do much other than slow down her z translation when moving. I thought it would take the wiggle out of her hips but it didn't . Only other thing I can think of is tha when you imported the animation you had the correct root node in the options. Another thing I noticed about my character is I have her not as humanoid but generic - this is because I added extra bones in her ponytail that caused problems as humanoid, maybe play with that?alt text. here she is running and such with root motion on. Sorry but fresh out of ideasalt text

avatar image shadowpuppet shadowpuppet · May 03, 2020 at 03:59 AM 0
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hmmm pics not working

http://www.dlavender.com/rigged.png

http://www.dlavender.com/avatar.png

http://www.dlavender.com/baberun.avi

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