Translation problem with additional humanoid bones

So i’ve been having trouble on animation translating extra-bones in a humanoid avatar.
I have an fbx of the character’s model which its avatar is configured as humanoid.
Then i have another fbx with board animations. This fbx has an armature configured as standard humanoid and also have two bones for the board root. Also in the animation clips the transform mask is set so the board root is ticked.

When playing the animations in the character’s model, looks good at the humanoid parts, but the board root is only animated on its rotation when i also need the translation info. Here you can see that the board is not positionally correct.

2680542--189397--animation-merged.jpg

In the character’s animator component the avatar set is the one created by the model fbx, NOT the board animation fbx. But changing it did not solve the problem.
Shouldn’t bones that are not set as humanoid and included in transform mask maintain its original information, such as translation, rotation, scale? What could be the problem here?

Happens the same on eye lids (“Blink_L”, “Blink_R”). Its a bone that is not registered by humanoid avatar. When i selected it on animation transform mask the position is incorrect.

I’ve noticed that the bone moves slightly.

2688652--190161--slightly-translation.jpg

You can see the translation applied is very low when it should be higher. We’ve been working with the armature scale but still no progress.
I know that unity overrides the scale of the bones, this could be affecting it?
Any ideas?

We’ve solved the problem. We were using blender to export the animations. For a reason we don’t know, blender breaks the armature when it doesn’t include geometry in the export, so we had to add a model to the animation.

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Glad you found a solution - Thanks for sharing for other people who may run into the same problem.

I’m having a similar issue exporting from Maya, where bone rotations work fine, but the bones I have in the face for EyeBlinking and facial expressions are seemingly ignored… I am exporting model and bones together, but the above solution doesn’t solve in this case.

Solved by switching from Humanoid Animation type to Generic…