Models suddenly stuck in poses In-Editor and Animations messed up across project

Since I only deal with one avatar at a time, it does the job. However, I’m not sure what could be a fix for a larger scale. It would be a pain to go through each avatar in the scene to apply the pose. And it’s not entirely perfect as I’ve noticed.

I have no solution but I’ve got this bug last year, so you are not the only one. Same situation, skeletal mesh and that animation rigging package.

I never manage to fix this, just one of the bugs that sent me to unreal. That animation rigging package is bugged and devs that worked on that, if they were not fired meanwhile, never fixed annoying issues like that.

My bet is that the animation rigging fails to release control over the skeletal mesh after exiting the play in editor mode, and messes the character prefab in some way.

I suggest recreating the character prefab. If you have many character prefabs, well good luck with that.

you could also have two mirror character prefabs and do test and normal dev work on one of them till you figure out the game, then at the end add the other prefab that was never used in the play in editor preview mode.

Just bumping this because we’re still having this issue and also we did solve a part of it maybe.

My team was able to get the colored models to stop messing up by changing avatar types from humanoid to generic. However, this fix did NOT work on the other characters. Still don’t know why.

you could try your luck in the dedicated forum

since this is an issue most likely related to that package. maybe you will have more luck in the devs actually listen and fix the issue instead of getting ignored as it happen to me

It has happened to me!

Definitely, your characters are not rigged correctly. Check this in the character prefab, you might need to rig each part of the character yourself.

I already did. These are custom built rigs.

what was the problem with your rig? in your case what was the issue with the character?

Very similar problem
Could replicate in 3 different avatar based assets from store

deleted AppData caches
installed newer version of editor 2021 > 2022
new unity project doesn’t help
empty scene
add prefab
add new empty animation controller
add new empty animation
as soon as I hit preview
boom same mess

So since this is getting some attention again and might be happening to others, I do want to report that we finally did release our game and we never did find out a reason why this happened… But we did discover how to get around the issue and stop our characters from glitching out.

9181649--1279037--Screenshot 2023-07-30 at 9.21.22 AM.png

In EVERY Character’s animator, set the Culling Mode to Always Animate. This will prevent your character rigs from bugging out. Do it directly on your character prefab files to ensure all your characters no longer glitch. If you have a character already glitched out, you’ll likely have to reset them first, but this makes sure they no longer mess up on animation preview and behave from now on. Again, we don’t know why it works, but it does and it saved our project when we accidentally figured it out.

Hope this helps

1 Like

I may have a solution to this. I discovered this issue while working on a game jam with my team.

First some background:
Editor: Unity 2022.3.15f1
Character: Mixamo > Sophie
The issue: The character reverts to a default pose (either T-Pose or different), while trying to record the animation it resists moving the limbs.
Reason: Most likely due to the avatar that is inside the animator, it’s overriding the created animation.
Extra things to consider: Make sure the rig is correctly set, depending on the situation, you might want to change the Avatar Definition from “Create From This Model” (Image 1) to a T-Pose downloaded from Mixamo or created by you. (Image 2).

According to my experience, the avatar is causing the issue to override the character’s animation to a default state regardless of whether the rigging is correctly done. The avatar comes with the model and generally, it is what it’s assigned by the animator (see Image 3). If we change this avatar to a T-Pose instead, the override will be fixed, you will see that the preview is changed to a T-Pose and the recording won’t resist anymore (see Image 4). I’m also uploading a video to show in real-time.

Video Link:

Image 1:

Image 2:
9624944--1366823--upload_2024-2-5_15-49-45.png

Image 3:

Image 4:

2 Likes

Amazing! Thanks a lot @TheBossa ! Do you have an Humaniod Avatar that works? For me Mixamo models/Avatars comes in Generic from the start…

Hey @MANND, TheBossa here!

So I created this some time ago while I was working on a game jam. Since then I have discovered more about it tho I’m not an expert on this topic. However, I’ll share with you what I know.
If you can it’s best to consult someone who is experienced in this area. Also if you find that person please let me know :slight_smile:

I’m assuming you’re asking this question cuz you had some issues animating. Normally you can create the Humanoid Avatar automatically by going to the Base Mesh and selecting the Humanoid option inside the dropdown. It will create a Humanoid Avatar inside the .fbx/base mesh file.

image

But Generic animations won’t work with these avatars because Humanoid Rigs use muscles which are controlled by Constraints. Here is a link made by Unity for more information: How to Work with Anims

So if your animations are Generic it means they are using bones therefore in your base mesh the rig option should be set to Generic. So either you create an empty animation or a pre-made animation, as long as the animation is Generic you should use Generic rig. For me, bones are easier to animate. That’s why I choose Generic animations (Generics has avatar too).

But you have Humanoid Animations and you want to edit or completely re-animate them. Then you simply need to use Humanoid Animations and Constraints like Transform Constraint or Two Bone IK. I normally find animating in Humanoid too chaotic as you can either use constraints on all bones or only on the important joints. I discovered that only use transform constraints in important joints to animate them or edit the pre-made animation. Here is an example:

ABOVE IMAGE SHOWS* Left 2 are using the same animation but you can see them doing different movements (Transform Constraint on Humanoid Rig). Middle Gray Zombie is using Two Bone IK for arm animation while doing an Idle animation. Anime Girl on the right is an empty animation only made with Transform Constraints on a Humanoid Rig.

You may ask me what about converting the animations or can’t I use both of them without any changes and edit the animations? Well in that case I only could find two paid store assets (which I plan to buy and try out) which are UMotion and Animation Converter. Here are the links:

Umotion Discussions
Animation Converter

On top of that I’m gonna give you some workarounds you might find useful :smiley:

Workaround 1: Upload the character to Mixamo, download the T-Pose animation with the skin, use that avatar on your character, and animate.
Workaround 2: Switch between Generic/Humanoid rigs. Record animation while in a Generic rig then use that animation in a Humanoid rig. Both support the avatar mask and IK.
Workaround 3: Create your animations in 3rd Party Software such as Blender, Maya or others.
Workaround 4: Use Generic only rig if you are comfortable with animating with bones or your animations are Generic.
Workaround 5: Use Transform Constraints in your Rig (Animation Rigging>Setup Rig) to edit your Humanoid Animations (bones will not work because it’s muscle-based).

Hope this covers everything!

Good luck and always feel free to reach me for questions!