mixmo animation. unity missing bones of sceleton - unity3d

who will help I will be very grateful, when I downloaded two mixamo animations and added them to unity for one character (well, to whom I added them on the site), then by choosing one walking animation, I wrote on all the bones as they are marked side by side: position / rotation ( missing!) What options are there to fix this?
looking for a solution to a problem

Related

Don't animate hands in Unity 3D

There was a problem with the animation of the character's hands. I do animations in Blender, naturally I had a ready-made character, from which I cut out the arms and extra bones. Animated separately hands and exported to fbx. But there is one problem, the animation plays, but the hands do not move. As I understand it, you need to move towards the bones. But they are all right, which is strange. Simply I choose in the panel "Inspector" Rig - Genric. In fact, everything should have worked in the best way, but no matter how I tried, I did not fix this bug. Reworked the model and so on. Maybe I'm doing something wrong?
All I tried was to remake the bones of the arms, remake the arms themselves, I tried to experiment with "Rig", but I did not manage to achieve the desired result. If you turn on "Rig Bone", you can see the bones of the hands. But everything that was done did not help

Is there a way to edit the IK Goals in a Unity Humanoid Animation?

I am currently trying to transfer one animation from a character to another. I have configured both characters as humanoids, and they share the same Animator, however on the second character the animation has some unexpected movement.
Wrong (new character)
Correct (original)
The IK Goals generated by Unity seem to try to force the position of the animation from the other model, instead of scaling it to fit the new size. This makes it so that instead of having the hands still on the "floor", the new character's hands keep moving up and down.
Also, the skeleton and rig is the same on both characters.
I can't seem to find any fix to this, any help would be much appreciated :)

Mixamo upper body rotation only not working

This is my first question on Stack Overflow so I apologise if anything is not to standard.
So I'm a beginner in Unity exploring into intermediate territory.
I am learning Unity by doing a third person shooter but throwing items instead of a gun.
I found the perfect animation pack from mixamo called pro magic pack, which is basically a wizard with casting animations etc.
I have setup the camera, controller etc and I'm working on the animations, to which I have all the jump animations, walk blend tree etc all within MECANIM.
My problem is that I have another layer specifically for upper body movements only so he can run/walk whilst performing an upper body magic casting animation, I have setup the avatar mask for the upper body which works fine, but due to the nature of the animation the upper body rotates as he performs the animation, but this rotation doesn't rotate around the hips he just flails his arms in the current direction the chest is facing.
Is there anything I can do without going down the coding IK's route, or excessive coding (will do this if it's essential)? P.s. I've also tried various checks and unchecks of bake into pose (to which I'm still grasping the understanding of).
Thank you in advance for your help, I've attached some GIF's to understand my issue.
This is the animation I want but only the upper body:
Upper Body Animation I want
This is what I currently have:
Animation I currently have
It seems like the upper body isn't properly rotating and the spine or hips?
Upper Body avatar mask
EDIT: With thanks to Vasmos for pointing me in the right direction, I have found that enabling not just the upper body on the avatar mask but ALSO enabling the ground as seen here: Upper Avatar Mask
I've added this GIF as the current situation, it looks okay and works almost as I want it to, I just need to figure out how to stop the legs rotating with the base: Correct Direction but body rotating with animation
EDIT 2: After research and help from vasmos, the solution I found to this is to enable the Foot IK option of the animation as seen here: Solution to animation affecting rotation
In the throwing animation the movement begins in the root hips bone, it looks like in your mask you just put the upper body when you still need to include the root hip node. It seems like you are on the right path with layers and mask to blend the two animations just keep playing around with it, just incase you don’t have it : https://docs.unity3d.com/Manual/AnimationLayers.html?_ga=2.241528322.1842043308.1588381034-1055993846.1587850410
edit: yeah you are close maybe just remove the hip from the upper body mask and start at the next node up(spine?) and keep moving up one node at a time until you get desired effect

unity3d - Camera jittering?

For some reason when I run my game the camera which follows the player has a slight jitter to it. If I watch the transform the Y position values are fluxuating and the rotation is affected aswell. I can not think of any reason for this to be happening other than maybe having more than one camera as my water comes with a 'reflection camera'. I am using basic unity packages, and even when rewriting the camera follow script, the problem still occurs.
I know there is not much to go on here, as the code is minimal for this issue(using 3rd person controller and camera components). I hope someone has had this error in the past and fixed it or knows enough about unity to help me out here because im lost.
Much appreciated
EDIT
Dont know if animations could be effecting it but I thought id mention my model has animations
To resolve your problem. Click Assets->Import Package-> Characters Uncheck everything Execpt. SmoothFollow.
Drag Smooth Follow to your Camera. Drag your Character to the Target from Smooth Follow Script.
If this doesn't fix the issue. Try to remove your own script.

Curled fingers: Unity3d

When I played imported animation, the character's fingers get curled and his mouth opened. I might be able to fix that by editing adjusting bones in unity. But with so many characters and each time dragging them from assets to scene.
It's a bit too much misery and it's slowed me down, I need this get done fast.
Unity Masters, PLEASE HELP ME.
the bones in your imported model rig must contain all the fingers and other parts bones that doesnt move correctly , if it does then assign them to your avatar as you are setting up your avatar (look here for avatar setup) , after that if your animation animates fingers then your model will also
So that's right you don't get timely help. AnyWays,
[SOLUTION]
The animations was imported from iClone 5. Now I was importing animation separately and then applying it to the .fbx character. So I alternatively imported the animations embedded with the character. Now this is helpful only in case the original character is also being imported from iClone. Then in the rigged configuration I reset the pose>Enforce T-pose>automap> again automap>enforce T-Pose. Worked for me.
[SOLUTION2]
I had alternative in which I could mask hand animations (not using them) and remove jaw from 3d exchange while exporting fbx. But they looked so lovely I had to look further.
Sometimes you can't find the solution, I guess you are the only solution then. That's how everybody learns. hopes it helps.