Avatar!

hi all.

i have a problem.

Why my spine got rotated, and the lower of my body got rotated as well?
This just happened when the spine got rotated at the first frame of the animation, if the spine stands straight, the animation will be OK.

Like this:

Unity:
1221146--50356--$1.jpg
3dsMax:
1221146--50357--$2.jpg
My characterStudio hierarchy:
1221146--50358--$3.jpg

thanks for help!

Software version:
3dsMax9 unity4.0.0f7

This is all about how you rig your avatar into the Mecanim humanoid system.

In your rig I’m pretty sure that the problem comes from having the wrong spine bone in your rig. So this can be fixed by changing Spine to either “Bip01 Spine1” to “Bip01 Spine” in your rig. When doing humanoid retargeting the excess bones within the humanoid rig will be left untouched. That’s what is causing the mismatch. For 100% correct replay you would have to loose the Retargeting capabilities and use Generic.

Thanks : )

Forget to say.

This is Automap:
1221988--50536--$22.jpg
This is what i set:

So you can see.i’ve already set the Spine with “Bip01 Spine”,how to do next?
However, I’m wondering if using Generic will cause the lost use of Avatar capabilities?

Huh? That was unexpected, but then I went back and re-read your original post.

The bone orientation in first frame is irrelevant, EXCEPT that its used as a T-Pose hint by the automapping. So the automapping might well have rotated that bone in the rig-setup. There are several ways you can bypass this.

When configuring your rig you can use Pose|Reset and Pose|Enforce T-Pose, if your first frame isn’t a T-Pose you want to stay away from the Pose|Sample T-Pose (that’s the one that looks at frame 1), you’ll find the Pose menu in the bottom part of the inspector window. The mappings decides which bones gets what animation, but the actual orientation of the bones in the Configure Scene is used as a calibration offset. So if none of these options leaves your model in a correctly oriented T-Pose you can move the bones manually in this scene!

Yeah,that was really unexpected.
Cause i’m sure my Avatar is a standard T-Pose.:frowning:

Befor Enforce:
1223943--50828--$1111.jpg
After:
1223943--50829--$2222.jpg

And all what i set is references for video"Unity 4.0 - Mecanim Animation Tutorial".

Another question:Does Animation Transitions can be use in one Animation State to another Blend Tree?or only can be use in one Animation State to another Animation State?

Many thanks!

Hi.

Regarding orientation, have you tried “baking” the orientation into the pose?

Simply check the box in the Animation importer tab

1224073--50845--$BakeToPose.PNG

Also, for Transitions, they are always from a State to another State. I don’t really understant what would be a Transition from a State to a BlendTree ( since a State can contain a BlendTree…)

Hope this helps!