I’ve bought an animation pack for medieval fantasy RPG game. I want to apply new animations to Ethan model from standard assets. Unfortunately they doesn’t fit well. What I mean…. Please take a look at following screenshot. This is a screenshot of Ethan model in “Two handed sword Idle” pose. Hands should be aligned vertically, one below the other.
When I try Unity default model, everything matches perfectly. The same is true for example model from animation package.
I’ve also tried with another model from different package and problem is the same like with Ethans model. What could be wrong? Is there any difference with bones, muscles settings between Unity default model and Unity Ethan model from Standard Assets?
Every figure will be slightly different. Mecanim is designed to share animations between figures by translating the animations to relative values. As long as a figure has a proper T-pose, it will be close. This is a vast improvement over the old animations system, where figures could only use animations made for that specific figure.
Mecanim anticipates there will be issues. A built-in foot IK will plant the feet so they don’t slide around. For 2-handed poses, a hand IK rig is used - basically the prop is parented to one hand, and IK makes the second hand “stick” to the prop. Turning on and off these IK systems is part of your motion control system (foot IK when idle, 2nd hand IK when weapon #4 is active, etc)
One obvious problem is that different models may have a fore arm and upper arm that are slightly different lengths than another model, so even if the animation translates perfectly, the hands may still not line up. But, that is one of the things that IK was added for.