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.
Related
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
So I modelled a gun model for my game in blender, and after importing it in Unity one of the faces simply disappeared as you can see in the link below :
https://ibb.co/rwPDY8r
I tried flipping the normal on that face in blender, recalculate the normals, and half a dozen of other solution for that problem I found online, but nothing works.
it's weird because it does appear normal in Blender :
https://ibb.co/BVdMGqg
One thing I noticed is that when I open the .fbx file with windows 3D viewer, this anomaly is visible on the hidden face :
https://ibb.co/1ZLxf0D
It is the only face on the model that has that black anomaly, all the others are normal.
I am about to give up and just delete it and start over. So if anyone has a solution I would be very grateful since I already spent a few hours making the gun and a couple more trying to fix this, I would hate to have to redo everything again (Especially since i'm pretty proud of that gun).
Thanks in advance.
Edit: Ok so nothing worked. I tried all the answers here (which I did try before but tried them again just in case) and it's still not working. I Even tried duplicating the face and extruding it a bit, still invisible. I'll scrap this one and make another, this time with backface culling enabled so I can see what I can do. Thanks for your time guys.
You probably have an inverted face in your mesh. Here is how to find that:
You can select it and choose "flip normal" in edit mode. Or just choose "recalculate outside" with all faces selected.
As an alternative to "Face Orientation", you could enable "Backface Culling" which is what Unity does by default (unless you enable the material to be "double sided" or play with the Cull type in shader.)
This will hide the problematic face as you are looking against the backside. Fly inside the mesh and you will see the other side being rendered.
The problem is solved in four simple steps:
Click model on blender
Press Tab to Edit Mode
Press Shift + N to Recalculates Normals.
Save, Export from blender and going to unity again will fix.
When you import .fbx to Unity you can also change the Normals method import to calculate in import settings. Sometimes it helps.
I've created a very simple humanoid in Blender and defined 5 animation actions. They all look good in Blender, but for some reason after importing the FBX file in Unity the arms are set incorrectly.
This is my Idle animation in Blender:
And this is how it shows up in Unity:
As you can see the right arm is rotated incorrectly and this problem applies to 3 out of 5 actions I have.
All the actions have an initial and final keyframe for every bone, to make sure they get reset when the animation cycles or switches.
Any idea?
Thanks in advance!
After digging for few days and searching for an answer, I stumbled upon this Unity question https://answers.unity.com/questions/944333/animations-from-blender-going-super-weird.html which partially solved my problem.
Instead of exporting every animation I decided to push the ones I was interested in exporting to the NLA editor and select these settings in the Export menu when exporting the FBX:
NLA Strips: to export all the NLA strips I pushed to the stack
Key All Bones: to make sure a channel is automatically created before exporting for every bones (even the ones that didn't have an animation in an action)
Force Start/End Keying: to add a keyframe to both start and end of the animation
These steps seem to have solved my problem.
These are my export settings:
I'm trying to do some Augmented Reality in Unity using the Vuforia plugin. I've managed to get everything working (I'm using a 3d model of a car), only the position of the car relative to the marker is wrong when I come to preview it (click the 'Play button at the top and watch through the computer's camera - is 'preview' the right name for this?).
It should be sitting on the the marker in the center, but instead it's floating above the marker and off to the side by quite a bit. The positioning is definitely right in the program itself, so I'm not sure why this isn't reflected in the preview.
Also: at the moment the car is simply an untextured grey object. I realise the textures are included in a subfolder, however I can't drag the entire car's folder (including the Textures subfolder) into the ImageTarget, only the .3ds file itself. Does anyone know how to apply the original textures to the car?
Thanks so much for your help in advance!
Ben
Well, to start answering your question about the drifting away part, you've probably got a Rigidbody attached to your Car? Well, if that's the case, then Go to the Inspector where the Rigidbody is and you'll see constraints.
To avoid it floating off, you might want to check Freeze Positions for whichever direction it needs. Probably Y axis.
Now, I'm not entirely sure if you're using Vector.AddForce to move your objects, but if you are then just check if your car can move if you've put all constraints on.
If you can't then in your code trying using Object.Rigidbody.SetActive(true) when you need it to start moving, and Object.Rigidbody.SetActive(false) when its done.
On the other hand, if you aren't using Vector.AddForce() then remove Rigidbody component if you've used it.
As for the material. If you've got the material in your folder that you've downloaded then just drag and drop it into Assets. Now sometimes your car may be one solid mesh, but some times it may be multiple meshes. So which ever the case. Drag the material from your Assets onto the Hierarchy panel over your car mesh/meshes and it should turn into that color.
Hope it helps. :)
first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.