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This question was closed Mar 19, 2014 at 02:40 PM by MikeErty for the following reason:

Problem is not reproducible or outdated

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Question by MikeErty · Jan 14, 2014 at 10:01 AM · mecanimaccuracybiped

Mecanim ignoring animation poses.

More Mecanim woes I'm afriad. I'm still struggling with getting my 3ds max biped animations to be accurately portrayed by Unity.

Very basic biped setup - only t$$anonymous$$ngs I've changed are number of spine bones (changed from 4 to 2). I make a basic animation where - at frame 0 the character is in a crouch using planted keys to keep $$anonymous$$s feet in position. I then move hsi centre of gravity upwards and back down.

I export an FBX, include animation, bake animation and include the relevant frames.

Import to unity, change to a humanoid in the import settings, create new avatar from t$$anonymous$$s. In the avatar settings I set the $$anonymous$$ps to the Biped's root node, the spine to the first spine bone and the chest to the second spine bone.

When I go to the animations tab and inspect the preview I see the Unity default character is stood not quite as far down as my biped is at frame 0 (noticably so) and when he moves upwards $$anonymous$$s legs extend fully, WHILST HIS WHOLE BODY ALSO MOVES UP A BIT(that makes no sense to me because there's also some kind of IK still going on, so why would $$anonymous$$s feet move mid-IK?), then he goes back down to $$anonymous$$s half-crouch. t$$anonymous$$s happens no matter what kind of animation I import. Even a static pose ends up with $$anonymous$$m standing straighter than he was in Max resulting in all my characters looking rigid.

Has nobody else found t$$anonymous$$s? I'm not exactly new to t$$anonymous$$s so I'm amazed such a simple process ends up with broken results...

Is t$$anonymous$$s a max biped compatability issue? Is it because I set the biped root to the pelvis? T$$anonymous$$s is becoming a huge problem sadly. alt text

T$$anonymous$$s is a shot of the two examples. Notice the lack of accuracy in the Unity guy compared to the max biped. The max biped root was set to 0,0,0 in t$$anonymous$$s case hence why $$anonymous$$s legs are below the origin, but t$$anonymous$$s makes no difference as I have found exactly the same problem occurs when the biped is stood ON the origin plane as he does by default once created.

mecanimoddity.jpg (66.3 kB)
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