Hello,
I have character animation which I made in Blender and now i’m trying to use it in Unity. I have exported the character with the animation as an .fbx file into Unity, with simplify set to 0 in the fbx export settings.
Now, when I try to play the animations in Unity, they do not match the ones in Blender exactly, there is extra jitter on some of the bones, here is an example:
The hip bone is animated to move from side to side (no other bones have any keyframes), but note how the hands are moving a little bit. The hands should stay perfectly still. In blender this works perfectly well, the hands don’t move at all. I also tried baking the animation via the Animation → Bake Pose menu, but it made no difference.
I tried putting a position keyframe on the IK target for the hands hoping it would maybe help, but just like before, it had no effect.
What could be the issue here?
Thank you.
I didn’t watch the video. No offense but I don’t download random files from the internet like that. Consider posting it on youtube if you want people to watch it.
Regardless there are a couple things you could look at. One is are you moving any parented bones via translation rather than rotation? Generally speaking, Unity doesn’t like that for anything except root bones. I can’t remember if this only affects humanoid rigs or if it is a problem with generic rigs as well but there will usually be some kind of warning in the model asset’s inspector if you are doing this in any animations.
Another thing to consider is that your animations compression settings on the asset are not set optimally. Try disabling it altogether to see if that makes a difference. You should really strive to leave it enabled to avoid massive files but disabling it can help narrow down issues so that you know if it’s worth your time fiddling with compression settings to see if any help.