**Update: We submitted this as a bug to Unity and they've confirmed it's an issue with the Humanoid rig. It should be fixed in the next release.**
You can see a demonstration of the issue at hand here: http://youtu.be/ujtT2v11Fxo
We make extensive use of re-targeting animations using the Humanoid rig system and this has worked great so far.
However we have run into inaccuracy problems when some of our animations are played in Unity, and one particularly game breaking issue with a hand spinning erratically.
Character animations come into Unity quite well but not perfect (The doco explains that this will be the case: http://blogs.unity3d.com/2014/05/26/mecanim-humanoids/)
Some animations completely freak out with the humanoid rig, most prominent in one of our attack animations with the locator the weapon is attached to flipping direction erratically. You can see this in the above Youtube video.
Switching to the Generic rig solves all the animation problems, but stops us from retargeting the animations or mirroring them which would mean an enormous amount of extra work for our animator.
Forcing the rig to reset in the humanoid config window reveals that some of the fingers do not line up correctly, but the fingers are not what are breaking in the animation: http://cardboardkeep.com/uploads/Humanoid_TPose.jpg
Here are our import settings for the animations set to humanoid: http://cardboardkeep.com/uploads/Humanoid_Settings.jpg
So our question is, can we resolve the hand flipping out? Is this a known issue and is there some way around it, or is there a different way we can set up a humanoid rig to avoid this issue? Thanks!
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