In Unity 4 I load a rigged FBX character and I get a problem with the feet bones. They are identified and they are mapped, but the angle of the feet bones are incorrect and I can’t seem to figure out how to make the calf bones longer so the foot angle is correct.
Can’t find any tutorials on how to change the bone lengths either (if I drag anything it distorts the mesh even if I clear the mapping first)
I would take the model into a 3D modeling program and alter the bones there. you may or may not have to weight paint the mesh in the foot and ankle again after the adjustment unless you detach the entire skeleton and use auto rigging if your application has that feature.
Thanks for the tip Venged. I’m looking at the character in 3DSMax and I’m using a Biped rig as the bone structure.
To me it looks all good with bone mapping and skinning shows deformations the way I’m expecting them to behave when I animate the legs. I am assuming that the feet bones in Mecanim should be horizontal and not like in my image in the original post?
The feet look fine. If want I can try to set it up in mecanim for you and send it back to you. I have had good success with mecanim for characters I rigged my self and with those from Daz3D and other sources.
I have a character that I rigged in Character Studio a long while back in 3Ds Max. I will try to find it on my HD and put it in Mecanim to see if I can fiind your problem.
Maybe it is OK after all. I thought for sure there was a problem with the angle of the feet because when I put the robot script from the tutorial on my character his toes were pointing down through the floor and as soon as I walked he fell over
But, when I raised the collider a bit and put rotation constraints for X Y Z like the robot had he is now walking flat (enough) on the ground. Legs are intersecting as he walks though, animation must be from skinny bones =)
I still think the bones could be alright, but importing my animation from 3DSMax looks far from good. The walk cycle looks quite good in 3DSMax with the feet being planted nicely on the ground for each step…
In Unity when I import the animation through an FBX looks really odd - the feet are bent out of shape and one foot lands at knee-height - definitely not like I created the animation.
Anyone know of a tutorial of a good 3DSMax-to-Unity animation tutorial for Mecanim? (I’m also open for suggestions for a replacement for 3DSMax with better workflow for animations - the curve editor leaves a lot to desire.)
Hi there,
I am trying to bring my own character to the mecanim system but,…
It doesn’t work.
I don’t know why but it just doesn’t work. I thought it would be the rig I’m using that would be incorrect to work properly with mecanim but even
with the skeletton of the robot in the FBX of the mecanim tutorial, It’s not working.
I must be doing something wrong in Maya?
edit:
YES! I found the problem!
It was that damn Maya and his vagaries again…
The problem was in the FBX export settings. I’m not sure what option led to an issue but now it’s over.
Very cool, is there anything special you need to do to daz3d characters to get them to be mecanim compatible? I have an asset that needs a mecanim compatible model to use as a ragdoll, so im thinking daz could be used for that?