• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by MikeErty · Apr 02, 2014 at 01:17 PM · mecanimrighumanoidgeneric

Keep extra bones in mecanim, nothing seems to work.

I've already learned about Unity 4.3's loss of 'keep extra bones' tick box and how the workaround is meant to work but it still doesn't. Here is my process.

Import FBX containing my character and her animations. She has a ponytail and a fringe, each with their own secondary animations.

I click on the animations tab and the hair animation plays as expected when rig is 'generic'. But I need it humanoid. When I change to humanoid I notice the hair animation disappears.

Then I carry on and create an avatar mask as instructed by several people on the answers and forums. I use the imported fbx's avatar as the thing to get the skeleton from under 'transform.'

The screen fills up with all the bones included in the rig, all makes sense so far.

I go back to the animations tab of the imported fbx and choose the fist animation clip. I scroll down and under 'mask' I change it from 'create from this model' to 'copy from other mask.' Then I choose the mask I just created.

I check the preview window again and the hair bones still aren't being animated. I set up a quick animation controller and put the first animation in as the default one and press play in the hope that it'll do what I want at runtime, but it doesn't.

In an attempt to see if the mask is affecting anything I untick EVERYTHING in the avatar mask I created but it makes no difference whatsoever. I would have expected the animation to... not move at all...

Could someone let me know what's going wrong here please? I haven't got a clue on this.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by MikeErty · Apr 02, 2014 at 02:47 PM

Okay, I sort of answered this question through sheer luck but I'm not marking it as solved because I'm hoping someone can tell me a better way to go about it as it seems like a bug? but if it is I'm amazed nobody else has encountered it.

I downloaded a free model from the asset store which was rigged and skinned.

I then followed the usual steps to apply that mask.

I didn't care that this guy had no secondary animation because I was more interested in simply troubleshooting and getting the mask to have SOME effect on the animations.

Same result as before - nothing changed.

Out of frustration I just started clicking on every option in different orders until something stuck.

I found out that to make the mask have any sort of effect on the animation I had to firstly change back from 'copy from other mask' to 'create from this model'. I THEN had to expand the 'humanoid' drop-down so I could see the green figure. THEN when I changed BACK to 'copy from other mask' the changes stuck.

If I simply choose the mask without the humanoid bit expanded it doesn't work. Also, you can't expand the humanoid bit when you've already selected 'copy from other mask' as it's greyed out. If it's greyed out then surely it doesn't matter? IS this a bug? Seems very unintuitive if it's not.

In addition - sometimes the secondary animations in the preview are not visible - someties they are. But they seem to be working when I press play...

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Antony-Blackett · Oct 13, 2015 at 06:35 AM 0
Share

I think you might have changed your Rig settings to Generic and that's actually what's fixed it. The mask check boxes don't seem to effect a humanoid rig hence where there are two separate mask drop downs, Humanoid for Humanoid Rigs and Transform for Generic Rigs.... That's my understanding anyway.

As far as I can see there's no way to add extra bones to a Humanoid rig which is a pain because you lose the special extra features of a Humanoid, like $$anonymous$$irroring etc...

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Mecanim problem 1 Answer

Create a pose for a mecanim avatar at runtime c# 1 Answer

Why is this root difference happening between humanoid and Generic rigs? 0 Answers

Is retargeting available for generic rigs? 1 Answer

Mecanim - Bone Target Matching = Whole object translation! 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges