As advised by Unity support I have filed a bug report and hereby open a corresponding thread as requested.
[Link to the bug report 622151](http://fogbugz.unity3d.com/default.asp?622151_qtee27oscco3n62s)
As advised by Unity support I have filed a bug report and hereby open a corresponding thread as requested.
[Link to the bug report 622151](http://fogbugz.unity3d.com/default.asp?622151_qtee27oscco3n62s)
Here is what our Mecanim team said:
“This is expected, in fact the problem is within the mixamo preview, mixamo is using the animation component to preview the clip, but mecanim use the animator component. The animation clip generated by Mixamo does have a Jaw animation curve with a value of 0 which is why you see the mouth open.
You need to log a bug to Mixamo. There is a high chance that you won’t get the same result because they are not using the same component to show the animation.”
Hi Dave
I have already received the same feedback from “Unity QA” in October and have reported this to Mixamo. Unfortunately, Mixamo has not provided any feedback yet.
wow. really no update on this? 6 years later my characters mouth is still open?
whats the easiest way to fix this. fix and re-export ALL animations in blender, or using unity animator? what are the rest of you doing to fix this?
ADDITIONAL INFO:
for me personally, this is happening on characters sent from daz, using the official daz to unity exporter. talk about weird.