Animation import issues Cinema4D > Unity.

I’ve made a human character for a small prototype in Unity, I’ve also made a whole bunch of animations for it, character’s rigged using the Mixamo autorigger and animates perfectly fine in Cinema/Mixamo.

When importing animations into Unity and using the created Humanoid skeleton Unity responds with:

"mixamorig_Spine2 is inbetween humanoid transforms and has rotation animation that will be discarded, and the arms of my character are then stuck in a t-pose while the rest of the character animates.

I’ve tried switching the chest-transform in the Avatar (spine2 is the one connected to the shoulders) but this does nothing.

1 Answer

1

While the issue has not been resolved, I’ve nailed it down to the .fbx exporter in Cinema4D, it seems to remove certain keyframes altogether, even on re-import into cinema.

I’ll mark this as closed as this is not the right place to discuss the issue.

I don't think it's possible because deformation needs to store data for its calculation. Unless there is a way to store data in shader (it's for mobile so at least compatible with OpenGL ES 2.0) ?