I am using bip files from mocapdata to create animation in 3Ds Max and export it by FBX to Unity. In my case I got a trouble with a that animation - my bipped skeleton in 3Ds Max animates great, but after import the animation looks “limited”. Some human parts does not exist at all. So it looks broken.
My model rig set to humanoid, and rigged well, because other animations from AssetStore working well.
When I import the FBX animation, I set it to humanoid as well.
Exporting FBX from 3Ds Max I tick “Animations”, “Bake Animations”, “Resample All”
Here is warning messages I get:
Automatic avatar looks
So look like like because of humanoid takes only 2 spines issue has appeared. But Why warning on Clavicle? That is in correct place in Avatar.
But the main question - is it possible to fix the bipped animation to Humanoid structure for Unity?
ADDED
After several tries I have remade the bones hierarchy in 3Ds Max… now some warnings disappears, but animation still is “broken”.
Here is new hierarchy (my object is “kick”, but another is example with a similar animation without any troubles)
I totally can’t understand what is wrong. Still got warning about Spine1
Great you found a solution to your problem. I didn’t know about that script, will look into it.
I believe this could have been solved in Unity by setting a t-pose for your rig before exporting the animation at the first keyframe, then enforcing T-pose under humanoid setup.
Not sure why you were getting the spine 1 warning, only can guess maybe because you were selecting bake animations and resample all. Baking is only needed when extra bones/dummies are involved that are driven by animation controllers instead of animation keyframes and I don’t know the purpose for resampling - it has never proved to be a benefit to select resample.
Is there a reason you were using those settings, bake and resample?
Glad you solved the problem though - that’s really all that matters.
novaVision: For what it’s worth, I remember that biped’s rig hierarchy is not linear top-down hierarchy you would expect it to be; clavicles are parented to 1st neck joint instead of spine, upper legs/thighs are parented to 1st spine joint for some internal biped reasons I’ve no idea about if I remember correctly. But I’ve had to work around it once or twice. I could imagine this might not translate were well on export unless precautions are taken / or exporter takes care of it, and seems like you got errors on/related to those objects.
eses is correct but selecting triangle clavicle and unchecking triangle pelvis fixes this (traditional biped) setup error. These check boxes are under the structure rollout when biped is in figure mode.