I’m just started testing the animation rigging package. Read all examples , downloaded and tried even the nynja and megacity workshop examples.
Really excited because all seems simple and really powerful , but …
I’m actually using humanoid animations and an avatar definition,
when i tried to use the package on my real projects, if i use these (humanoid) animations and add the avatar definition in the animator i have this warning and all rigging doesn’t work:
Binding warning : some generic clips(s) animate transforms that are already bound by a Humanoid avatar. These Transforms can only be changed by Humanoid clips.
Transforms “lMetatarlsal”
Transforms “lShin” …
ecc
After that all rigging doesn’t work and only the animation works, instead if i remove the avatar definition file the animation doesn’t play and the rigging works.
All examples doesn’t use humanoid animations and the avatar definitions.
In my understanding the package acts as a generic clip animator and this conflict with a humanoid animation and/or a humanoid template.
What i’m doing wrong? is it possible use the animation rigging package with humanoid animations an avatar definitions?
Yes, humanoid is compatible with Animation Rigging.
You can safely ignore the binding warnings. Those were added to warn of animated transforms conflicting with the humanoid hierarchy in an animation clip. However, Animation C# Jobs convert the character pose back to generic transforms in the stream when used by constraints to allow compatibility with jobs implemented for generic characters. We’ll need to update this warning eventually to take that into account.
As to why your humanoid character does not evaluate with constraints, we’d need more information as to why it doesn’t work. What version of Unity are you using? What is the version of the Animation Rigging package in your project? Is there an error showing in the console when you go in playmode? What is your character setup? Can you reproduce issues with a simple humanoid character setup?
Hello,
I’m actually using Unity 2019.3.0f3 with the animation rigging 0.26 preview.
Today i tried to record some humanoid animations using the gameobject recorder (because i’m not able to import the animantions as generic directly) and using the recorded animation without an avatar definition all works as aspected.
Actually my avatars are quite complex (a Daz genesis8 male and female and the animations are Mixamo Arissa and Adam animation sets) i’ll try in the next days to test it with a simpler condiction. I think could be something wrong inside the avatar file.
Today i did some other tests.
In reality, after a little confusion I discovered that this issue is related only a particular prefab, in general now i see the correct behaviour . As you said the warning is always present but without any real effect.
Investigating better now I have discovered that the main difference is inside the animator controller.
Only with a particular animator controller file, if i have more layers all weights in the rig components are forced to zero. With a new one with the same animations state and layers all works correctly.
So the issue is related to this animator controller file with something wrong inside.
Yes, I solved but i left the humanoid avatar. Using a generic avatar now all is under control.
I spent some time converting all animations using the animation recoder , but now all strange behaviours all disappeared
I also have problem using Animation Rigging with Humanoid Avatar, when using an animation from another Humanoid avatar Animation Rigging has strange behaviors, is it possible to use Animation Rigging on a Humanoid Avatar that has Humanoid animations but from other avatars?
Any updates to this?
If you record through a blank animation clip in playmode with an Avatar Definition, the character crouches at its feet.
and goes fine if there is no Avatar Definition, however, we use Avatar Definition of the Mixamo clips…
This shouldn’t be an issue. Humanoid clips are retargetable clips, so they should play on any character with a valid humanoid avatar setup.
What issues do you have on your humanoid character?
One thing to know is that Humanoid has its own set of built-in constraints that execute after Animation Rigging. Therefore, if you’ve enabled FootIK on your character and also built a Leg IK constraint in Animation Rigging, Humanoid FootIK will override the other constraint.
This is the expected behaviour, a humanoid character default pose is its resting pose (crouching), not a t-pose. Therefore, playing a blank clip on a humanoid character will always results in the resting pose. Try setting a valid humanoid clip instead.
I am also facing imcompatibility with using Humanoid avatar and animation with Animation Rigging. I am using the Synty studio character prefabs, animation from Mixamo. My Character is controlled by character controller, no rigid body and the animator has root motion off.
Prior to setting up the animation rig, my character is working fine and all animations are firing correctly.
2)I added a RigLayer and a weapon object as children.
3)I added a child to RigLayer and gave it a two bone IK contraint. Root = RIght Shoulder bone, mid = right elbow tip = right hand and sourcec object target = weapon
Now when I play, my character now has a offset in the y direction ( lifted from the ground). Its right arm is twisted into its body. it is contraint to the weapon ( the arm moves when I move the weapon around) but not at the correct position. it the hand is not at the weapon’s local origin.
Animations are still firing correctly and the character still move albeit hovering above ground and is wobbling up and down abit.
As soon as I deactivate rig builder, everything is ok
I do have a console error but it’s there regardless of the rig builder component being on or off.
the error is :
SerializedObjectNotCreatableException: Object at index 0 is null… I can paste the full error because your site detect it as spam like content.
Turns out the problem is I have to use the Fixed Scale character prefab in the Synty asset pack. That fixed my problem. Just leaving it here in case another one is using the same asset pack
Thanks for your reply, after spending a while trying different things I realized that when I use a Humanoid Avatar Animation Rigging seems to be very sensitive to scale, my model did not have scale of 1 in its rig, when i did set the rig scale to 1 and exported it back to unity it worked fine, but even then if I scale my model in unity’s scene some strange behaviors return(like some offset in the constraints), is this behavior expected since it doesn’t have the transform scale at 1 (even playmode)?
I am having an issue with Rig Builder and Ric Constraints.
“Could not resolve ‘RigLayer’ because it is not a child Transform in the Animator hierarchy.”
It is, of course, a child to the GO that has the animator and the rig builder and one of my characters is already using this system with no issues. I wonder what can vary on an FBX making rig builder not work…
After hours of looking and messing around with pretty much everything, just Exporting my Model and rig without the animations from Maya using the GameExporter it worked, with exactly the same setup…
Hey, similar problem here, but could be my fault because I mess around a bit.
I have a humanoid avatar with animations I made and some others imported from mixamo. I need the character to use a two handed object so I used Animation Rigging to create 2 different rigs to place his hands on the object, one for the use action and one for the carry action. To sync those rigs with the animations I keyframed the values of the rig directly inside the animations. (Ex. during the use I keyframed to 0 the rig value for carry rig and to 1 the value of use rig)
Now everything works fine in playmode but in build sometimes the animations stops and all the rigs mess up.
(using unity 2019.3.6 and animation rigging 0.2.6)
I also upvote this issue. If I change scale of my model, then the constraint effectors are no more in place and hence though TIP still is constraint to the effector but not following the exact position of the effector. I have set Maintain offset to NONE. And in case of Chain IK constraint, it is never in the same position of the constaint object. There is always an offset no matter what the scale of the object is. Can any one from Untiy comment over it? Thanks.
This fixed it for me. I was using an UMA generated character with a humanoid avatar, and not having the Rig inside the root object would stop the constraints from working altogether. Hierarchy seemed to be the key here, at least in my case.