Changing to "humanoid" rig overrides my keyframes!

So I have a human character (made with makehuman). I imported it into Unity (as FBX and as Blender), and it appears that when I change from “generic” to “humanoid”, the keyframe animation I created in blender doesn’t animate anything anymore :frowning: whereas while it was “generic” it animated fine.
It’s as though the humanoid rig overrides the generic rig that I imported the model with and nullifies it and its animations.

The thing is, I need to mecanim rig in order to use mocap animation, however I also need my keyframe animation for the jaw animation I created.

What do I do? Can anyone offer any advice?

I think that is because a “Humanoid” animator avatar will animate with help from the bones assigned in the avatar and will therefore ignore any animation added to extra “non-humanoid” bones. Atleast that’s my own experience with the Mecanim system. The Humanoid animator avatar do have some optional bones available to assign though, dunno if the jaw of a character is included there but could be worth to take a look. :slight_smile:

Generally speaking, you can animate additional bones if they are enabled on the avatar transform mask of the clip in the importer. They are animated using the generic system on top of any humanoid animation.

2 Likes