Mecanim Spine bones mapping

Hello.

I’m experiencing a pretty annoying problem because of the fact that Mecanim only allows me to map 2 out of my 3 Spine bones. Basically since i got Pelvis (hips), Spine, Spine1 and Spine2 bones, whichever 3 out of 4 i map, i get one which is not being animated.

I’m using from 3DS Max and exporting animations based on Mixamo files which work perfectly both in their Unity editor plugin and their website model viewer.

Is there any way i can get Unity/Mecanim to account for the extra Spine bone? Re-rigging the model is out of the question, not to mention all the anims i already got made…

Thanks for your help!

When defining the Mecanim Humanoid model it was decided that two spine bones was the correct trade off between quality and performance. You can make very high quality animations with two spine bones.

But if your game demands three spine bones, then you have to use Mecanim Generic that doesn’t come with such constraints.

I’ve accidentally solved this myself and i thought i’d drop by with a note for users running into the same problem when exporting Bipeds with 2+ animated Spine bones.

Do not allow Mecanim to map Hips to any Spine bone or Pelvis, but manually map it to Bip01 (root node) instead. This effectively does not mask any extra Spine bone you might have if your animation accounts for it as well.

Having a similar problem to what Daemon described. The trade of between performance & quality is fair enough but I’m unable to have independent hip control on my rig without it looking totally different using humanoid. The game using other elements of Humanoid so cant really change to generic.

What it should look like ( using generic)

how it looks using humanoid ( because of only having 2 spine bones)

Out of curiosity, as I haven’t tried this, what happens if you enable the bones in-between the humanoid spines in the transform mask? It will whine about the clips having animation in-between humanoid bones, therefore reducing re-targeting quality, but I don’t know if it would actually manage to play the clip on the humanoid character with the original rig, like it does with extra generic bones.

Please check out Roberts awesome blog post on Mecanim Humanoids - especially the section on spine bones:

http://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

5.6 adds an extra spine bone:

https://unity3d.com/unity/beta/unity5.6.0b11