Animating Humanoid Rigs with Mecanim could be easier with Sliders

Edit: This should probably have been posted in the Documentation section. I didn’t see it until after I posted the thread.

When editing a humanoid Mecanim animation in Unity, I understand that Unity doesn’t allow keyframing of bones because we are instead animating the stretch/relax of the muscle groups tied to the bones. I’m fine with that. However, why is it that there are no sliders to adjust muscle contractions? It is quite frustrating to have to type a muscle value in, check the model, type in a new value, check again, and repeat instead of just being able to adjust the values with a slider. The amount of trial-and-error spent animating each group of muscles makes it difficult to create animations within Unity. The inclusion of a muscle slider would make it much easier to animate with Mecanim in Unity. Is there a reason (other than the existence of third-party animation software) why Unity doesn’t add this functionality to the animation of humanoid Mecanim actors?

The problem is not really keyframing muscle value but provide a good keyframing workflow for the humanoid rig.

This is something we would like to do and we have a good expertise to do it but to create a tool that is as good as you can get in 3dsmax, blender or motionbuilder require a lot of work and we simply don’t have the bandwidth to do it.

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Thanks for the response. At first I thought the keyframing workflow was just a small detail that was overlooked during development of the Unity editor. Now that I realize that it’s a more complicated process, it makes sense that the Unity team prioritizes its resources on other features, especially because the workaround to this problem is as easy as creating an animation in Blender (or equivalent), exporting it, and then importing it into Unity with a humanoid rig.

Well, I won’t bother you again about this specific issue. It’s not really something that needs to be addressed. You answered my question, anyway, and I appreciate that.