When using humanoid avatars, the target GameObject has an offset introduced after play mode has begun in the editor.
Before playmode, on editor.
On playmode, editor.
Also the character wont bend the arm to reach the positions as required, even when moving heavily the hint and target.
On a last note, when selecting the gameobject containing the animator, the arm without IK has these indicators:
Which probably mean that is a rig error. In the avatar configuration menu I have forced T-Pose, because the T-pose exported from Mixamo was not detected as such by Unity. I Have tried the same model with a Generic avatar and has no problems. There is no animation being applied except for the one inside the model itself.
This problem was present when I started the project on 2019.3, with the 0.2.6 version of Animation Rigging
I’m also using the Synty studio’s 3d model for autorigging with Mixamo, from this tutorial:
This looks similar to a bug that was reported to us not so long ago:
We’re seeing retargeting issues with some humanoid configurations. Whenever a humanoid character is affected by a constraint (or any Animation C# Job for that matter), it needs to convert the humanoid data back to transform data, execute animation rigging constraints, and then reconvert back to humanoid space. The offset you’re seeing is likely coming from either of these space conversions.
If possible, can you submit a bug report in Unity’s bug reporter? This will help us narrow down the issue.
I have the same problem with my own model & own animation.
In T-pose it looks good. But when pressing “Record” in the animation window, the IK’s are getting an offset and also rotate weirdly. Don’t know what to do with it.