Animation rigging generates errors on my character’s multi-parent constraint. And the constraint itself doesn’t work (if I move the source, the constrained object stays in place and continuously controlled by animation):
This was absolutely driving me insane. I had the same issue. In the end it was because my skeletal rig had incorrect child setups.
For example, I have a humanoid character. On the skeletal rig I made some empty game objects and gave them colliders so that I could create things like physical body parts etc.
I normally parent one object per bone kind of setup;
hand
-collider
-finger1
–collider
–finger2
—collider
—finger3
----collider
etc.
The error message was caused by the following;
hand
-collider –collider1 –collider2
-finger1
–collider
–finger2
—collider
—finger3
----collider
etc.
Apparently, it did not like parenting child colliders multiple times under the hand, I think it liked having bone->object->bone->object
not bone->object->object
Once I move collider1 and collider2 up a level so they were all equal children of the hand the problems went away;
hand
-collider -collider1 -collider2
-finger1
–collider
–finger2
—collider
—finger3
----collider
etc.
For some reason, its like rig builder takes a snapshot of your skeleton and then anything you add after kind of confuses it
p.s. tried the following before hand;
Build generic avatar.
configuring avatar.
Completely destroying, reimporting the mesh and redoing the whole character.
Creating a new project, importing the character, and then copy and pasting the character from the new project to the old one to overwrite.
Upgrading unity version.
Removing and re-add packages.
Nothing worked except the child setup above, even though the rig constraints I have do not reference any of the collider objects.
Thankyou for your post. It saved me from more tedious hours of trying to work out what was wrong.
I must say I’m rather disappointed to see this thread created almost 8months ago, and not a single peep from Unity, no mention if this issue will be addressed, and still causing much headaches all this time on. (Despite it being marked with a big red ‘BUG’ sign in the thread.
I hoped it was just an issue with the Alpha I was using or a known issue that would be addressed. Instead I cannot seem to use the Animation system as intended to actually animate anything. I simply cannot use an item that is parented to hands, or face etc, because I keep getting this exception.
I can as you suggest unparent the object that is causing the issue, but that isn’t an accetable outcome, as I’m trying to animate interaction between the hand and the parented object.
I remain perplexed why this isn’t being addressed.
Wasted a day on that too. For us, the issue was a bit different than described above:
We also have a humanoid setup with a rig builder and constraints. We got the error with only one unit, a dozen others work well. Turns out, not the unit but the attached weapon (which gets added at runtime!) was the problem.
It had this hierarchy:
The problem was the double naming, even though they were not in the same hierarchy! Changing line 3 to something else, fixed it.
I guess you have to make 100% sure that there are no duplicate names in your bone hierarchy at all, even when they are not referenced in any rig or rig builder! Even when you add new objects at runtime!
I also have the same issue…
Error: The TransformStreamHandle cannot be resolved.
No additional collider, no duplicated names.
All components of my humanoid character are set according to the sample.
My unity version is 2020.3.15f1
People, this is it. If you are having trouble, the Rig component created by the Animation Rig system needs to be moved inside the skeleton root! (not in the parent object)
for me this happened because I had an armature character (without AR on it) as a (deep) child of the character that had the animation rigging component. Apparently that’s not allowed. And of course the unity error did not cite that as the reason, because that would be too helpful.
This solution did not work for me
My error is - System.InvalidOperationException: The TransformStreamHandle is invalid. Please use proper function to create the handle.
I’m facing the issue and I didn’t get what is the cause of the error as I didn’t do anything I just created the multi-Aim constrained and then added a source object then the error pops up
any help will be highly appreciated
It often comes from adding an object to my characters. So I I were to add a weapon, or clothing element it will stop the rig stuff from working and throw the error. It often matters where and how you parent such an item.
I also note it’s often not the object itself, but a transform that isn’t necessary. For example if I have a weapon with a hierarchy of say Gun-Pistol, with the Gun being a simple empty transform acting as a parent, the error can be removed often from simply removing the Gun portion of the object, and directly attaching the pistol to the characters hand instead.
I’ve fixed the issue for me most times by simply changing the hierarchy of the object that is attached to the humanoid. Oddly even if that Pistol object has subobjects, it still works.
It’s just difficult if you have added a lot of objects like clothes, and accessories, because the error is so unspecific.
So have a look at any objects that may be parented to the bone hierarchy.