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Question by MasterPDON · Jan 18, 2015 at 11:25 PM · humanoid

Pelvis wrongly assigned as root bone (Mecanim, humanoid)

Hello everyone. My character was modelled, textured and animated in blender. The character rig has a root bone that moves the whole model. It's located approximately at the center, and has no vertices assigned to it. Most of the animations doesn't involve root rotation, except a double-jump and some other combo animations, but XZ motion is present on the root in most animations. I successfully imported the .blend file into unity (i directly imported the file, not using an FBX), and gave it a humanoid rig. All the bones are mapped correctly, but it takes the pelvis as the root bone. This is not something I want, because all the animations take the pelvis rotation as the transform's rotation, and it doesn't look good on some of them. Unfortunately, unlike the generic rig, I can't choose a root node. alt text

I know about baking transform rotation and position and all that stuff, but it doesn't work well for some of the more complex animations. And I don't want to use generic, 'cos I need that retargeting feature.

So, please, solutions? suggestions?.....

jeanpelvisisrootbone.jpg (118.4 kB)
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avatar image MasterPDON · Jan 18, 2015 at 11:28 PM 0
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jean pelvis offset.jpg (200.3 kB)
jeanrootparenttopelvis.jpg (174.0 kB)
avatar image MasterPDON · Jan 19, 2015 at 08:59 AM 0
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So, then, I guess there's no other choice but to make due. (Sigh) This is gonna make things really difficult.

avatar image meat5000 ♦ · Jan 19, 2015 at 10:38 AM 0
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Indeed, Blender's FBX support is better for exporting a FBX file that Unity's FBX support for converting a Blend file (which it will).

In your Avatar editor, can you not simply insert root as Hips? If not then can you not select the root in the Import Tab for Rig?

avatar image MasterPDON · Jan 19, 2015 at 11:51 AM 0
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I've tried assignin' the root bone to 'Hips' in the mapping section, but it produces weird results on the animations. It's like the pelvis is absent, and that ain't good because the pelvis has vertices assigned to it, unlike the root. Also, I can't choose the root node. Only generic allows that.

As for importing in .blend format, I did so because I have not finished work on the character. I'll still be adding animations or making changes on it from time to time, and as far as I know, FBX can't be edited (correct me if i'm wrong).

But i'm gonna try anyway, and if it works, i'll keep the FBX format. Thanks guys.

avatar image meat5000 ♦ · Jan 19, 2015 at 12:01 PM 0
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If you overwrite the FBX file in explorer rather than drag and drop in to editor, all the references will be retained. All that is required then is to import any new animations.

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Answer by f4bo · Jan 19, 2015 at 10:21 AM

I do not reccomend you to directly import a blend file but rather to use the fbx exporter for many reasons, the main of them for a better control, even if requires a little bit of work more. So try to export your model choosing the root bone as well and then import it in Unity and do the usual process to setup the humanoid and you should be fine as much as I do.

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