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Gökdeniz Çetin
Mar 14, 2021

Mechanim IK Problem

in Bug or Suggestion

Hello,


I was using Mechanim with AnyPortrait animations without problem but today I had to remove one arm IK because run animation wasn't look good since arm corners looked bad when I turned it 90 degrees. I deleted the IK between the arms to make it manual.


Animation looks good on AnyPortrait (Baked). But Mechanim (in-game animation) looks weird.



AnyPortrait (Normal)


Ingame


It happened because I removed the IK on the arm. But why it didn't update itself I don't understand. It's already baked... Btw, I tried to add that IK again but it makes worse.


I need help. Thank you.


11 comments
0
RainyRizzle
Mar 15, 2021

Hi.

After reading your post, we tested IK and Mecanim similarly to yours.

Unfortunately, in our tests, even after IK was turned off, the animations played normally and we were unable to reproduce the problem you were experiencing.

We think this problem is likely not affected by IK, but by animation settings, Mecanim, or something else.


Since it worked fine within the AnyPortrait editor, this could have been a problem during the Bake process, or something wrong with Mecanim and Scene settings.

Please check the following cases and let us know if the problem is not resolved.


(1) Did an error occur during Bake? If an error occurs, you can check it in the Console tab.


(2) Are multiple animations nested in Mecanim, Animator? If you do not observe a few precautions when blending multiple layers, the animation may not work properly.

As a test, try playing the animation in a way that doesn't use Mecanim. Turn off the "Use Mecanim" item of apPortrait in the Inspector, turn off the "Animator component" and run the game. If the problem doesn't occur then this is Mecanim's problem.


Since the animation worked properly in the AnyPortrait editor, we are considering external factors first, but this may be a bug we haven't found, or it may be due to an unexpected cause.

If you give us additional information, we will be able to pinpoint this issue and fix it.

Thank you.

0
Gökdeniz Çetin
Mar 15, 2021

Hello,


I disabled "Use Mechanim" and go into AnyPortrait, enabled AutoPlay. Problem still occurs. So it means it doesn't related to Mechanim but AnyPortrait?


These are my animations for this character.


AnyPortrait animation works fine, bake has no error. But ingame animation still weird. (only arms)


Hierarchy:



Why do you think the problem is caused?


I am waiting for your help! :)


Thank you,

Gökdeniz Çetin

0
Gökdeniz Çetin
Mar 15, 2021

Hello again,


I can't solve the problem so I activated parent bone again. This is what I mentioned in the first post. Since it's IK, it doesn't let me to move the arms a little bit down. Do you have any idea what should have to do in this situation?


My character animations are simple and it doesn't have a problem like this except Run animation. 90 degree rotate made the other arm piece visible.







Thank you,

Gökdeniz Çetin

0
RainyRizzle
Mar 15, 2021

Hi.

Thanks for the additional information.

There are several questions you have given us, so we will answer them one by one.

 

1. Animation issues in the in-game have not been confirmed by us yet.

When we check the images you have attached, it seems that there are Sub Mesh Groups, and there are also some "unconnected Arm bones".

Sub Mesh Groups can cause some problems when scaled, which we'll think about later in this case.


The problem we're thinking is, we don't know exactly what "Bone Arm1A, Bone Arm2_A, Bone Arm2_B, and Bone Arm1B" are, but these are not parent-child relationships.

If these bones are what makes up the arms, first of all, you must first connect the arm bones to each other in a parent-child relationship.

Let's continue to observe this problem after it's done first.

 

2. The second answer is about the "Elbow Problem" and "IK" you were talking about.

This is also related to our first answer, if you connect Arm Bones in a parent-child relationship, you don't need to use IK for "elbow" problems.

IK is recommended to be used, for example, to aim a gun at an external location.


The elbow problem seems to be related to "Rigging", not IK.

Currently, it seems that you have connected