Additive animations mess up skinning

Hi,
I got a problem with additive animations.
I have a rider character which plays different animations for differents paces. And I also have additive animations to make the rider turn.
I took the code from the documentation where we use 2 additive animations to make the character lean (http://unity3d.com/support/documentation/Manual/Character-Animation.html).
When I play the additive animations when idle, everything’s fine. The more the blended animation is far from the idle animation, the more the skinning of the face is messed up.
The problem probably comes from the model, but the animator can’t figure out why this happens.
And of course, since we don’t have the source code, we can’t check what going on behind the scene.

Unity guys, any clues about this ?
Thanks by advance

Ludovic

I add the 2 screenshots I mentionned before, to make it easier to see what the problem is.

Please move the chidren away from the screen. :wink:

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Hi, welcome to the forum!

This type of problem generally happens when individual vertices are not attached to the bones correctly. It might be worth checking the model again in the specific places where the skinning is distorted.

Hi,
Thanks for your answer, but what do you mean by “individual vertices are not attached to the bones correctly”

I think he meant that in the modeling software she was created in, there might be issues with the control vertices weights. I thought I read that there is a maximum number of bones that can affect each vertex (like maybe 2), but it’s all a blur now and frankly that doesn’t seem like an issue since this problem does not present without the use of additive animations. Maybe certain bones are being rotated past their intended range. Seems like something about the additive animations is funky in your case. (so helpfull right?!)

technically up to 4 bones can impact a vertex, but the quality level defines on how many will be supported at runtime (1-4)

Thanks for your advices.
I think you’re right paulygon.
Here is another 2 screenshots.
The animator exported placeholders for the bones with the mesh.
As you can see, this is clearly the bones which deform the vertices.

The only differences I see for these bones is they don’t belong to the hierarchy starting at the pelvis of the rider.

Maybe this is where the problem comes from.
What do you think ?

Ludo

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Ok we managed to fix the problem of the facial bones. We were using additional position/rotation constraints. We removed them and sticked to simple links + IK.

However there’s still a problem with the hands. By linking visible objects to different points of the hierarchy, we came to the conclusion that the controllers are at the right place, the IK too, but the bones don’t follow the IK.
It’s a standard IK which starts with the forearm and end with a tip bone at the end of the arm. Basically an IK between two bones. There’s also a helper for the IK goal.
Everything works fine in MAX and without additive animations, so we’d like to know why the bones no longer follow the IK chain when using additive animations.