Bug with exported animation in Muse

Hello everyone, I was testing the new version of muse animate (1.2.0-exp.2) and I can’t use the animations. In particular, the exported .anim file has some bugs with the unity avatar and if I try to insert mixamo humanoid it stays in T-pose. I assume the animation is not set for a humanoid rig, but since I don’t have fbx I can’t change this setting. Any advice?

Hi oricanni.
The exported anim file should be humanoid, so we expect it to work both on the Mecanim preview as well as any mixamo character that was imported as humanoid. So this looks like a bug on our end.

Can you please provide some repro steps, and also tell us which Unity version you are using? If you like, you can also upload the Muse Animate take asset (should be in Assets/Muse by default) along with the broken .anim file.

Thanks.

Hi, thank you for the reply.
I’m using Unity 6 (6000.0.28f1) and Muse Animate 1.2.0-exp.2. The prompt was “Jumps in place”, in the Muse Animate preview it works fine but not when exported.
https://drive.google.com/drive/folders/1ocXWBPCvLZ0yfCe9pGLlR520bO74VIbg?usp=drive_link

Thank you for sharing those files.

You encountered a known issue that we currently have with exported animations, which is that our exported humanoid clips do not have correct IK targets. Unfortunately this means that you cannot enable feet IK when using these animations. If you preview the animations with feet IK disabled, they should look correct.

feetIK

We’re currently working on a solution to this issue.

Thanks again for the bug report.

Best,
Wen

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