Search Issue Tracker

Fixed in 2020.1.X



Found in


Issue ID




[Animation Stream] Using animation rigging constraint with humanoid character introduces an offset



Using AnimationRigging constraint with a humanoid character introduces offsets.
Disabling the constraint, or setting the character root scale to (1,1,1) will remove the issue.

1- Open scene 'Repro' in attached project.
2- Disable '2BIK' game object and start playmode.
3- Notice that character feet reach the ground.
4- Stop playmode, enable '2BIK' game object and restart playmode.
5- You'll see that character is now offset above the ground.

Comments (2)

  1. E7284eb0ec4e0721b4ff8983602bbd50?d=mm


    Jun 27, 2020 05:47

    I have the same problem.

    When I import a model from MakeHuman to Blender and then export it to FBX and use it in Unity, all the animations work fine and everything after making an human rig out of it.

    As soon as I use a animation modifier like Two Bones IK or Chain IK, the model is elevated quite a bit into the air.

    If I use an exported FBX from MakeHuman directly, the animation package works fine.

    Also when I make an own rig in Blender and import it into Unity as FBX, this also works fine.

    I am not sure why this is happening when using MakeHuman Models, trying to find it out, but not sure I can cause something is upsetting the animation package system.

  2. 0eaa8c3be40220aa40c38d4e384b77f5?d=mm


    Jun 14, 2020 04:49

    I'm still having this issue on Unity 2020.1.0b12.
    Please help, the problem seems to be on my model that I made from Blender. If I use another model, the Two Bones IK seems to be fine...
    What causes this? Do I need to do something specific with my model?

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.