mecanim errors bind skeleton cannot transform 'headhandle"

Hi I get these errors and a list of other bones it cannot find, when I run my version of the fps tutorial, I have the robot in the scene and he seems to animate ok, I am guessing that these errors are causing performance issues, if I get two or more robots in the scene my computer lags, I don’t really know if getting the errors is normal, should I try to eliminate these errors, if so how. If I should just ignore these types of errors, please let me know. I also get the message set speed has no receiver, which I think is possibly a normal message that I shouldn’t worry about. Finally, I tried to create a java script to attach to my skybox that has a variable rotation speed, I failed. I know its inanely simple, so I was wondering if someone could paste the code in an answer so I can build a script. Thanks!

Hi springwater

if you get the error bind skeleton cannot find transform 'headhandle", it does mean that your avatar definition does contain bone that are not existing in your character skeleton hierarchy. Did you changed your avatar on your GO? if it not the case you can try to re configure your avatar to generate a new mapping that match your skeleton.

the lag that you get it probably because this error message is spaming the console.

Mecanim.Dev,

I am also getting a ridiculous number of

[mecanim]: BindSkeleton: cannot find Transform.

My character is being created dynamically from AssetBundle from a webserver. I am using unity’s character customization example as a test to understand Mecanim and AssetBundles. http://unity3d.com/support/resources/example-projects/charactercustomization

Basically the character mesh is being assembled but the animations do not work. I am getting the following errrors when the following lines is encountered in my script :

CODE: _character.animation[“idle1”].wrapMode = WrapMode.Loop;
_character.animation.Play(“idle1”);

ERROR:

MissingComponentException: There is no ‘Animation’ attached to the “characterBasemale” game object, but a script is trying to access it.
You probably need to add a Animation to the game object “characterBasemale”. Or your script needs to check if the component is attached before using it.

UnityEngine.Animation.get_Item (System.String name) (at C:/BuildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/Editor/Animations.cs:426)

Mecanim is so new and the documentation is non-existent. What is the best way to fix this problem where the character is assembled dynamically from an assetbundle.

I’ve been suffering from this issue too - with me it was caused when importing a model (from Blender, say, but not program-specific) and then editing the objects or meshes within the GO, either by deleting them or renaming them. When I tested the scene, the console would be spammed with these messages.

What I’ve found is that Unity is importing the model and automatically adding an ‘Animator’ component, even if the object has no animations to import. If you remove the ‘Animator’ component from the GO (and any from the sub-meshes if there are any) then the errors stop. :stuck_out_tongue:

Hi Rocki,

There is no Animation component attached to your GO because your are using mecanim. For mecanim a new component call Animator have been created. With mecanim you basicly create a controller with a state machine that define how and when animation is played and blended.

For mecanim you should watch the tutorial we did
http://forum.unity3d.com/threads/159894-Mecanim-Unity-4.0-starter-tutorial

You can still use the legacy animation system if you want. You need to select you asset in your project view and in the inspector under the tab ‘Rig’ set your animation type to ‘legacy’

Just got nailed with this too, fortunately I had a -1hr ago backup - did a diff of core project files and nothing but a few colliders on my scene were added, very annoying. Ah well, reverted to backup and good to go. If ever there was a tool that backups were critical, it’s unity3d lol.

Well, I don’t believe it’s a solution, but maybe a hint to solve this problem. I just imported some meshes into my scene and deleted some, then i got the error. The I’ve created an asset with all the meshes I imported and put it back on the scene. It still gets the error, but at least the lag problem got away. It maybe idiot to do that, but I had not many thing on the scene, so it was viable in my case.

The problem is when you delete an object, and Mecanim see that there’s not this element to animate. All game objects get Animator by default. It’s stupid, but you can fix the problem with “[mecanim]: BindSkeleton: cannot find Transform ‘Mesh2’” by deleting Animator components. When I imported a game object from other 3D software and deleted any part of game object, there were a lot of such errors. Now I have none. Just delete Animator (not Animation!) components from things that aren’t animated. It’s easy and solve the problem for good. Animator is needed only for animated objects.