The weapon bone on my Humanoid character has stopped animating

I have now upgraded to Unity 5.1.0b5 and have noticed that the weapon bone that used to animate on my humanoid characters has suddenly stopped animating.

I suspect it has to do with this change:

To make the weapon bone work previously I used to select its transform checkbox from the Mask->Transform section in the Animation tab of the Animation model.

Now I receive this warning in the Animator inspector:

rod_bone is one of the weapon bones I’m trying to get to animate again.

How can I get my weapon bone working again with my Humanoid characters?

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Hi,

Before this change the generic animation was overriding the human animation which was not the expected behaviour on a humanoid rig.

Normally this warning should only appear if those listed transform are mapped as a human bone in your avatar configuration or if they are a ‘in between’ human bone.
In between human bone is a transform that have one parent or grand parent mapped as a human bone and one child or grand child mapped as a human bone.

All in between bone must not have any animation otherwise it will break the humanoid rig because it can’t be retargeted.
If this is the case you probably have some warning when you do import your animation file, something like
"MuscleClip '%s’conversion warning: ‘%s’ has translation animation. It is not supported
or
MuscleClip ‘%s’ conversion warning: ‘%s’ is between humanoid transforms and has rotation animation. This might lower retargeting quality.

Can you take a look at your human mapping and see if is the case, if this is the case then this is the expected behaviour, if it not the case then it mean there is a bug.
If it the case can you log a bug with your project?

Best regards,

Thanks for your reply Mecanim.Dev.

I’ve sent you a PM with two sample projects (Unity 5.0.1p3 and 5.1.0b5) demonstrating the problem that I’m facing when trying to get the extra bones to animate on my Humanoid model.

Update:

After sending you the sample projects, I continued playing around with the Unity 5.1.0b5 sample project I sent you and noticed something.

I enabled the “Optimize Game Objects” on my model’s Rig tab, added “item_bone” (an extra bone in my character I use to animate the weapon) to the “Extra Transforms to Expose” list and voila, the “item_bone” magically started animating AND the Binding warning on the Animator was gone.

What’s the reason for this? I cannot make use of “Optimize Game Objects” in my game because I need the transform hierarchical structure in my model (due to things like FinalIK).

So in this case you should be able to animate item_bone with a generic transform animation since item_bone is not a in-between human bone, we will work on a fix for 5.1.

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Thanks for the reply.

Yes, the item_bone works in 5.0.1p3, but not in 5.1.0b5.

So for the time being I reverted to using 5.0.1p3 until it’s fixed in 5.1.

The bug has been fixed and should be available in 5.1 soon

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Sweet, thanks!

I can confirm that this bug has been fixed in 5.1.0f2.