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By Design
Votes
0
Found in
6000.0.60f1
6000.2.10f1
6000.3.0b7
6000.4.0a3
Issue ID
UUM-123219
Regression
No
Incorrect rotations on bones when importing FBX animations with a Humanoid Rig
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Select the "Humanoid_RIG_HumanMale" GameObject
4. Go into the Window > Animation > Animation and go to the Curves tab
5. Select "Animator.Right Upper Leg Twist In-Out" bones and view the Curve looks abnormal. The intended curve structure should mirror the Left Upper Twist counterpart of the rig
6. Enter the Play mode
7. Look at the R_Up_leg bones for the first 5 frames
Expected result: The Animation imported matches correctly on both sides of the model, and there are no incorrect rotations
Actual result: Leg twist looks unnatural
Reproducible with: 6000.0.60f1, 6000.2.10f1, 6000.3.0b7, 6000.4.0a3
Reproducible on:
Play Mode
Windows Standalone Player
Testing environment: Windows 10 Enterprise 21H2, Windows 11 (user reported)
Not reproducible on: No other environment tested
Notes:
- Reproduction happened after importing the animation with a Humanoid Rig
- Not reproducible in Blender and Maya
- Using the Muscles settings and tweaking the values for Upper Twist Leg alleviates this behavior and reduces the issue; however, this influences other animation clips that use this Avatar Definition
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Resolution Note:
The character rig has extra bones with offsets "R_Pre_Up_Leg" and "L_Pre_Up_Leg" that are creating issues in the humanoid retargeting. We suggest simplifying the rig in DCC to remove them as parent bones of the legs.
Retargeting works well without those extra bones.