Humanoid Rig Unity Blender Import

Hello folks,

I am a student, working on a project about autonomous driving.
Some PhD students started to build a scene in Unity while ago and used Mixamo to create and animate pedestrians in the streets. When I joined the project I realized that the vertex count was way to heavy for a VR application. Since I am the only one who knows how to work with Blender, I hadn't the time to model a new variety of humans in the quality of the Mixamo models, so I decided to create LODs out of the existing meshes. After importing again, suddenly the "Humanoid Animation Type" in Unity doesn't apply the rig the right way, it litteraly cuts of at some edge-loops and I don't know how to handle with it. Inside of Blender the animations work fine. Before the import to Blender everything worked. Is there anything I can do?

I've tried other import setting in Unity of the animtion type, but then the animation can't be played. 

(sorry I didn't found the question category to fit the post in the right place)

  • John Sanderson(procyonlotor) replied

    I've had an issue before where weights didn't seem to carry over like they looked in blender. I'm not sure I can offer a solution, but here is a video I remember finding helpful when looking at the process of transferring animation actions.


  • greyphoenix replied

    hey

    if you use the machanim humanoid character you can also edit this guy and tell machanim which bones should be taken 

    https://docs.unity3d.com/Manual/class-Avatar.html 

    also check your export setting

    took me a while to figure the right ones - but look in this posting

    https://cgcookie.com/questions/10986-blender-to-unity-rig-weirdnesses  

    I added export settings that work. 

    if you mesh is streched or broken make sure all scale factors - of all files you use fore your animation have the same scale

    - this is very important but a commen msitake if exporting from different files/programms,

    Also make sure you do NOT use more than 4 bones per vertices and normalize (means make them count together max 1) in blender- you find this in the wieght mode under - weights- limit toal- set this to 4 - why? because unity does not allow more. and if you sue more than 4 it interpret the skinning to his liking ;) 

    hope one of these helps.