Humanoid Avatar Import Errors from Motion Capture

Does anyone have any experience fixing import errors / configuring humanoid avatars?

I have some motion captured animations which were originally .mcp files, and are now now converted to .fbx. They look fine outside of Unity. When I import them it’s clear something has gone a wrong as there are some flailing limbs etc.

In the editor, with the animations selected, on the Inspector’s Animation tab, I get a series of Import Messages with warnings. I’ve checked the “Generate Retargeting Quality” option below which shows some large maximum position errors. So I suspect this is the issue. Are there ways I can fix this?

My originals have an extra neck and spine part which seem to being discarded by Unity. Could it be this which is messing up the animations? If so, what do I do?

Any ideas about how best to fix this? I’m aware this may involve some work outside of Unity perhaps.

Thanks for your help!


I found this blog which is pretty amazing at explaining many details. Unity Blog

After reading it I wondered if my problems were more likely to be part of the muscle system (I get knee and elbow popping) and less about the extra bones? Is that more likely the muscle system is the cause of sliding feet and popping knees?

I also read that using a generic avatar might allow me to configure the avatar better and use additional bones. Has anyone done this?

One of my worst affected models also has a poor t-pose. Is this the likely cause of misbehaving limbs? Any advice/links on creating a good t-pose on a pre-existing model would be really helpful. I used mixamo’s autorigger but maybe it’s done a bad job…?