Mecanim animation inproper bone rotation problem

Hi guys, I have a problem with animation imported from fbx file,

When importing the animation using legacy animation type the animation looks exactly like in 3D Studio Max 2013 (check picture below)

However when I switch to Humanoid animation type the animation starts to look weird. As you can see in the picture below the shiled is rotated. The whole arm and froearm seems to inproperly rotated and since the shield is attached to the forearm bone it looks weird.

Does anyone know why this problem occures and how to solve it. Animation is done using CAT system.
I’ve tried using masks for all and selected bones, but this did not help a thing.

Your post is a little confusing because “Generic” and “Humanoid” are two different setting, but I would suggest you try editing the muscle setup to rotate the forearm to bring the shield level. Just a guess.:slight_smile:http://docs.unity3d.com/Documentation/Manual/MuscleDefinitions.html

Sorry for the confusion I’m using Humanoid, fixed in original post.

I’ve tried playing with the muscle settings, but this causes a completly different problem.
I’ve generated an avatar from the animation which has a rotation problem. I’ve corrected it more or less using muscle settings. Now when I use this avatar as a source avatar for another animation (using Avatar definition option Copy From Other Avatar) I get the Update button next to the option (tooltip saying it will update muscle definition).

  • If I ignore it and leave it as is the animation looks correctly (the arm rotation problem is solved) BUT animation has loop match set as true even if it clearly should not, plus apply root motion does not work on the animation.
  • If I click update button the animation is still bugged and the rotation problem occures.