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Question by GameDev_Chuck · Oct 20, 2014 at 09:20 AM · rig

Fingers bending sideways?

Hi, I'm attempting to bring in a humanoid character that was modeled, rigged, and textured in Blender. In the character import settings, I've selected 'Humanoid' for animation type, and 'Create from this Model' for the avatar definition.

After pressing the 'Configure' button, the bones appear to all map perfectly under the mapping tab. However, in the Muscles tab, I can see that the fingers of my character are bending sideways towards the pinky finger side of the hand and not forwards like they would naturally.

I've successfully imported a character before and the only difference between the two was that in the successful import, the characters hands were palms facing down while in the unsuccessful character, the palms are facing forward (in the direction the character is looking). Otherwise, both are set up in T-Pose in the exact same way.

Are the hands facing forward causing the issue? Is there anything I can do about it? I've already tried adjusting the bone roll of the rig back in blender but that had no effect... Thanks ahead for your replies...

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Answer by GameDev_Chuck · Oct 20, 2014 at 04:55 PM

Well, I think I've found the answer to my own question. According to the T-Stance portion of the Mecanim Humanoids page, http://blogs.unity3d.com/2014/05/26/mecanim-humanoids/ , the hands of the character's must face down. Back to the old drawing board...

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avatar image UDN_dc7372c8-4e65-4345-ae29-670afb663459 · May 15, 2020 at 03:27 PM 0
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Thank you for posting your solution, here in 2020 and for whatever reason I modeled my charactor with the hands facing outward and could not for the life of me figure out why the rigging was doing this in unity! It's really confusing when your hand and fingers are rotated 90 degress from the expected orientation but in opposite directions of rotation, the documented information is VERY easy to miss; especially by someone who is jumping into rigging models and importing them into unity. And after 6 years you'd think they'd found a way to detect and notify the user about it within unity.

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