Today I finished my first 3D Character with a couple of animations. I made it using Blender 2.8 and Rigify.
I’m exporting it to Blender as FBX file and everything seems to work. The only problem I have is with the Walk animation. Half animation goes well, but there is a point where the arm of my character just starts a sort of weird breakdance moves…
Here you can see the differences:
Good
Crazy
Here there are my settings:
I have no clues… what I’m doing wrong? In Blender everything works properly, there are no deformations.
did you end up figuring this out?
im in blender 3+, using rigify to unity and getting similar issue
all my scales are correct and everything looks great in blender. but distortions happen in the animations especially where the hand or gun is close to the head. the mask and headgear stuff isnt even painted weights they are literally just objects parented to bones in the rig. Im not seeing any influence from bone to bone so im thinking its all happening due to rigify to unit
I came across this problem when I was using root motion without a good armature hierarcy. I don’t remember if it was a root motion specific problem or a general one.
I would suggest trying it with a good armature hierarcy if it has a bad one.
To GiDesign it sure looks like a scaling problem like you mentioned. But what kind, don’t really know. Try applying object and armature scales. Try checking bones for any scaling values (if you are using mecanim, it doesn’t read scale values of bones and they are unuseable). Other than that it may be a scaling problem with unity.
I would say it is not a great idea to export rigify directly to unity because it exports some organization and mecanism bones too but it should works.
Another posibility is your armature and mesh has different offsets. Try applying all transformations on mesh and armature.