Feet acting strange with humanoid rig (Video Included)

Hello guys. Previously had a problem with the root, which has thankfully been solved (see thread here if curious), now however I have a problem where the animation of the feet doesn’t import correctly when using humanoid rig.

First, see this video: https://drive.google.com/open?id=0B12Fjjh-p8DPSVVnekNGUnY2LVk

On the left you see the issue I have with the humanoid rig, and on the right you have a model that I exported together with the rig where the problem isn’t present.

I tried exporting these seperately aftering baking the animations, but for whatever reason it’s not behaving as expected.

I have tried baking the animations and:

  • exported only the joints used for deformation
  • exported all the joints, including FK and IK joints
  • exported all the joints + constraints (in other words, the entire hierarchy)

I also tried baking the animation only to the deformation joints, even though I don’t see why that should have any effect at all, but at least I’ve tried it I guess.

As far as the humanoid setup goes. The only things I have to change are the toes, since the toe inside maya is just a nub that’s only there for the reverse foot roll setup (the actual toe area is skinned to what is called the toeball)

I hope anyone can shed some light on this problem for me! Thanks :slight_smile:

Update:

I did find a work around, but if someone can tell me if this is normal or if there’s a better way, please let me know :slight_smile:

The workaround was that when I export the animations, I have to include the mesh in the export. For whatever reason, the rig doesn’t know what to do when the mesh isn’t there. So I’m guessing there is some skinning information that is stored in the geo that is missing if you try to export the rig all by itself. That’s my theory anyway.

There should be a way to do this without including a mesh though, since I have successfully exported animation without the geo before.

Hmm that does sound odd, but glad you found a solution.
On the other side, I have always exported animations with meshes attached to the animation file because I thought that was necessary when retargeting onto the same character. However I recently learned the mesh is not needed, and reduces the overhead Unity has to deal with when not including the mesh in the animation files.
From my limited testing - I have not seen any indication including or not including effects the final build in any negative way.

Humanoid rig is a persnickety setup. Unless it is required for animation retargeting, animation mirroring or built in IK controls the better option is to go with generic.