Trouble with animations\animator

Our pipeline

  1. Rig characters in Blender using AutoRigPro software
  2. Upload the rigged model to Fbx
  3. We take animations from Mixamo, loading our character creation into Mixamo and uploading the animation as an Fbx object. From the Fbx hierarchy we take the animation itself
  4. We are working with the Humanoid type of character animation in Unity
  5. The animation in Mixamo, on our rig, plays well, but after export using the method described above, in most cases it breaks down badly when played in Unity on the same characters
  6. In Unity we use additional software for customizing/refining/creating animation - UMoution Editor
  7. When animating in Blender and importing into Unity, the animations are partially broken, it seems that some of the bones on which the animation is attached are missing, perhaps it’s the Humanoid type; when exporting Fbx from Blender, the Humanoid type is selected
  8. While working with masks in the Unity Animator, we encountered the problem of mixing them: the bottom (everything below the waist) works fine, but the top (everything above the waist) does not work adequately, strange twists appear (for example, the body rotates 42 degrees ), and for each character they are different, there is no logic to what is happening. Masks are used in Override mode

Questions

  1. Most often, animations that are imported directly from Mixamo to Unity break on our character (rig), what could be the problem? The rig does not change (Mixamo and Unity have the same rig), but the animation does not always break
  2. We can’t work with masks, the so-called blending of animations. For example: a character runs and shoots/reloads at the same time - twists of the body appear that should not be there, can this be fixed or are we doing something wrong?

Can anyone tell me what we are doing wrong? Maybe there are some additional tools for the Animator?

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