I created a mocap animation and I’m trying to import it into Unity. I set the animation type to humanoid, and when I play it, the animation is oddly glitchy. The legs are not rotated right and the arms are off. Import warning said I have import animation warnings that might lower retargeting quality and that I should enable DOF. This doesn’t change anything. Looking into the configure avatar options, I noticed the figure didn’t import in a T-pose. Instead everything is skewed. Is there a way to fix this issue other than manually (cause that does correct the issue)? I’ve imported other Mocap, but this is the first one to do this.
Not a solution - but a test.
Have you imported into 3D package to confirm the mocap is correct before importing into Unity?
If yes - consider exporting as fbx - then importing into Unity.
Yep, the mocap looks fine in other software. The solution to fixing it seems to be to zero out all the joints in the configuration panel for the animation. However, that takes time and can be annoying. Any way to zero out every joint at the same time or just correct this issue would be great.