Hey Everyone,
We have many different human characters in our game and we are attempting to use the humanoid system in mechanim so we can use the same animations across everyone. However, on our first animation we’re noticing a lot of weird, badly rotating joints that don’t appear in Maya:
In Maya, the animation works great on multiple models but in Unity we get this weird, broken ankle effect.
What I have tried already:
- Baking animation in Maya and re-importing to Unity
- Importing to Unity as .fbx and .ma files
- I have set/unset dozens of potential import configurations
I am getting a number of import warnings in the editor that I feel are at least partially to blame. I haven’t been able to find anything that would explain how/why they occur or what I can tell our animators to avoid so it doesn’t happen:
The fact that ‘R_ankle_joint’ is mentioned specifically makes me suspicious that this is the culprit but I’m not sure if its just a red herring…
Nothing has worked so far, any help would be much appreciated!