When I hit “Record Animation” in Play mode, my character changes to this setup.
Here’s what it looks like when Imported into the scene:
During play mode, the pre-baked animations (done in Blender) all work as expected.
What could be causing this?
When I hit “Record Animation” in Play mode, my character changes to this setup.
Here’s what it looks like when Imported into the scene:
During play mode, the pre-baked animations (done in Blender) all work as expected.
What could be causing this?
In fact, this strange pose is the default pose of Humanoid.
Unity’s Humanoid stores the DoF of each joint rather than the transformation.
Therefore, when all DoFs are 0, this is the pose.
At the same time, you cannot make animations by recording the transform changes of it, but you can record DoF values. However, this is not convenient for making animations either.
So for Humanoid, the most suitable method is still to import animations made in other DCC software as Humanoid type, or use tools like AnimationRigging.
Appreciate your help here, @Bemfoo .
I’m actually trying to record runtime animations with the animation rigging package using override transforms. But the problem is when I go to record it changes to this default pose.
Any idea how to work around this? Also, what is DoF?
You can see “Per-Muscle Settings” in “Configure Avatar” → “Muscles & Settings”. Here, “Muscle” is DoF. In fact, the rotation of each joint is split into changes in two or three dimensions (like Swing-Twist). For more details, you can refer to this article at https://unity.com/blog/engine-platform/mecanim-humanoids.
For you, you may need to copy an IDLE animation(your default pose) and turn(paste) it into a writable clip. In this way, you can directly add the curves you need in this clip.