Extra bones animation ignored when using retargetting?

Hello!

I have a character with a somewhat unorthodox skeleton that’s been animated in Maya (basically various extra bones for cloth-y bits - skirt, hair etc) which I bring into Unity and configure with a Humanoid rig/avatar. The process goes through successfully.

I then bring in some animations that have been created on that character in Maya which have animation on all these bones (both the standard bones and the extra ones). I set them also to Humanoid and use the avatar definition from my character that I imported in the previous step.

What I experience is that all the extra bone animation gets ignored. Is that expected? I would have thought that the system would be smart enough to detect that I am actually running these animations on a skeleton that has additional bones that actually match bones in the animations (rather than just go “ok I’ve animated the retarget bones so that’s good enough”). It’s fair enough when I am trying to play those animations on a humanoid skeleton that doesn’t have these extra bones, but in this case the animation and skeleton hierarchies are perfectly matching!

If I leave everything to Generic it all works fine obviously but that means I can’t retarget those animations.

I also tried using a Humanoid rig for the character but leaving the animations to generic and all that did was I was only getting animation data on the extra bones and the Humanoid bones were not being animated.

Am I doing something wrong here or is this really “by design” functionality? (I do hope it’s the former!)

Thanks!

There must be something wrong with your avatar mask. Make sure it is set up correctly and then on each of the animations make sure that you are using that same avatar mask.

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Thanks for the reply Dick Sledge.

I tried setting it all up again on another machine. Same issue really. I actually thought it was working for a bit as on one specific animation some extra bone animation data seemed to be coming through, but then I noticed it was only partial (basically some hair animation was working but not skirt animation). On other animations I wasn’t getting any extra animation data at all as I described in the original post.

When you say “something wrong with your avatar mask” can you identify any “usual suspect” type things that might be resulting in this? From your reply it sounds like you’re implying that this should definitely be working which is encouraging so I just need to figure out what I am doing wrong.

Can you detail the steps you are doing, starting at import?
Are you setting up a transform mask for the extra bones - beyond the humanoid rig bones?
There is another thread I’ve been commenting in - to gather the information to solve the problem. Seems related - hopefully it’s just a workflow issue, not a new bug in the process.
Here is the other thread for reference.

Have you fixed this yet? I’m actually not getting alerts that anybody else has posted. I just have to check back. Lame. Anyway, as you probably know an avatar mask is a map of all the bones that you want to have considered in the animation. You must create the mask by making a new mask, adding the skeleton of your character and then going through the bones and selecting which ones to look at and which to ignore. Then on each animation that you create there is a place to assign an avatar mask to that animation and that is where you will assign this avatar mask that you have created.

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