Animating humanoids or generic? Kyle Robot, etc

Greetings all,

So, I recently discovered that when I try to record animations for Kyle Robot, it was never working - position and rotation appeared to be changing when I hit the Record button (in the Animator), but it never actually correctly created the keyframes.

Then someone online said you can’t animate humanoid models like that? Then, how do you animate them?

Anyway, once I changed it to Generic, it allowed me to record position and rotation changes. So I thought everything was going well.

But now, I’m trying to implement inverse kinematics (IK) with Kyle Robot, and apparently that requires a humanoid rig type. When I change it back to humanoid and press Play, Kyle is rendered halfway through the floor I’ve made for him, and is hunched up.

image

I’ve had friends try it, and they’re getting the same result. Additionally, I thought maybe it was just Robot Kyle, so I tried a Cyborg Chinese Warrior, and it does everything exactly the same.

I’m wondering if there’s been some sort of regression bug in Unity that messed up the Animation system, if the (15 or more) different tutorials I found are all wrong (seems unlikely), or if there’s something else wrong.

Any ideas?

Thanks,

J

To modify the animation of a humanoid, you need to adjust the DoF of its joints, which Unity refers to as “Muscles.” You can view how these muscles affect the joints in the Configure AvatarMuscle & Settings section. The posture of the person embedded in the floor that you see is the default pose of the Humanoid in Muscle Space when all Muscles are set to 0.0.

I’m trying this, and although it does seem to allow changing positions, it doesn’t seem it is in anyway acknowledging the Animation window. No keyframes can be made, and it still doesn’t recognize the Record button being pressed.

Thanks again - this at least seems somewhat promising.

Try the operation shown in the picture below to add a Keyframe(Based on my experiment, it works.). For Humanoid, you can only modify Animator.XXX (Muscles/DoF).


If you want to modify humanoid animations more conveniently, you might need to edit them in other DCC software, export them as FBX, and then import them as humanoid type.