Hey guys,
I get retargeting differences between the model that came with the animations and other models.
There are 2 questions on unity answers but no answers to that.
The animations from kubolds female movement animset look right with the dummy model, slightly off with the unity inbuilt guy and worst with other models. Is this a general retargeting problem, wrongly assigned bones or due to the fact that the animations have different skeletons?
Here is a comparison shot between the three. Notable: I tried different models from different makers and all look exactly like the rebel figure with more leg spread.
The limits defined for the different avatars are probably very different; my guess is the model included with the anims has very wide limits for the legs, since it has a segmented body and doesn’t need to worry as much about tearing at the joints, whereas the other models are more conservative, and the animation plays on a shorter range, so the leg movement is different.
Have you followed kubold workflow video on replacing models with his anim sets?
I have not used his content, though I’ve referenced his video instructions on how to perform retargeting with other mocap data.
Thank you for your suggestions. While they were not the actual problem, they brought me to it (is that english? nobody knows):
The female movement animset t-pose has rotated leg bones (just 3 degrees). If I force them to zero while configuring the avatar, everything looks normal after that.
Again, thank you, this problem was bothering me for two years now and I couldn’t find it…
Good to see that you solved your issue. In the future if you see this on a model you are setting as a Humanoid rig, it might be helpful to look at the following in the Avatar configuration:
If you Select “Sample Bind-Pose”, Unity will very quickly show you everything on the model that doesn’t comply with the way it expects the rig to be positioned…I found this useful on multiple occasions. After that, select “Enforce T-Pose” and the rig will automatically be placed in a position that is within the margin for error that is acceptable. Hope that might speed things in the future.