Hello, I’d like to shed some light on the progress that’s been made on the humanoid issues found in Animation Rigging. There are a lot of threads on this sub-forum about it, and I hope I can help clear out some of the confusion about it.
There were a lot of different issues around humanoid that have been addressed recently. The more recent fixes should be available in 2021.2 soon when it reaches beta.
Nested Humanoid hierarchy (Fixed in 2020.2)
Related bugs: 1259490
Upon retargeting, the humanoid character is offset. The more constraints are used, the bigger the offset. The core issue in this case was that retargeting didn’t account for the parent transform in which the hierarchy was nested. This has been fixed for a while now and shouldn’t be an issue anymore.
Humanoid hierarchy with scaled root (Fixed in 2021.2)
Related bugs: 1266529
Upon retargeting, the humanoid character is offset. Similarly to the previous issue, the more constraints are in use, the bigger the offset. In this case, the core issue was a scale value that’s been set on the root node in the hierarchy. Unfortunately, this scale was not taken into account properly during retargeting and ended up adding an offset on the character’s hips.
Reworking the model to remove any scaling will solve the problem.
Humanoid hierarchy with missing bones (Fixed in 2021.2)
Related bugs: 1214897 1309847 1314384
Upon retargeting, the humanoid character hips are bent. The animation system has to adjust the humanoid pose to account for the missing bones during retargeting. This adjustment is currently applied for every constraints while it should have only been done once.
This issue can be avoided by reworking the character skeleton to avoid leaving missing bones in the avatar.
Final word
I encourage users to try out the workarounds to see if it fixes their issues. Also, try out the 2021.2 beta when it becomes available. If neither the upcoming beta nor the workarounds address your issues, please log a new bug report using the Unity bug reporter with your issue so that we can take a look.
Cheers!