Animation Rigging - Charcter is sinking into the ground

I am making an archery game with the unity standard 3rd person controller. When i add animation rigging, the character sinks into the ground. Does anyone know how this happens and how to fix it?

The animations are in humanoid.

-ANIMATION RIGGING OFF-

-ANIMATION RIGGING ON-

Animation Rigging adds a Playable to your character, which effects the posture of your character. At the same time, you haven’t played any animations, so it will be a standard posture (yes, this weird posture is the default posture of the Humanoid type in Unity). The reason why the original posture was maintained when Animation Rigging was not enabled is because you didn’t place a Controller. if you place an empty Controller, you will get the same result

Thanks for your reply!
But, this is not quiet true. The pose gets enabled when animation riggin is ON.

Was there any misunderstanding?
The default output pose of a playable of a humanoid is indeed this pose. The pose gets enabled when animation rigging is ON (equivalent to creating a playable).
The pose gets disabled when animation rigging is OFF (equivalent to there being no playable output for the model in your example).

So, what can i do to fix it?

Place an IDLE clip in controller.

I have an idle/walk blend state, i wil try to make them seperate.

This does’n t work. I have added an idle animation, and it stayed the same, i have made an test animator with only an idle animation, and it stayed the same

Does your idle animation share a Humanoid Avatar with your character model? Or at least is it set to Humanoid type?
First situation: Model with idle


Second situation: Separated idle

Both situations work

I have done both, but it doesn’t do anything

Then you have to check by yourself whether your animation is set up correctly. You can also see from my screenshot that it works.

My student had the same issue. However, my case occurred because I was trying to replace a parent character that already had a mesh, rig, and animator (so I only replaced the mesh).

My experiment showed that when the previous character was created from Mixamo, I had to insert a mesh with the same rig from Mixamo. Alternatively, I could use “create from this model.” Some students still had trouble using this method.