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margonzalezfranco avatar margonzalezfranco commented on May 18, 2024

Hi David do you still have this issue? I just solved the importer for the mixamo animations. Will try it that also solves it for the CMU dataset. But it seems that the fbx library is down at the moment.

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DavidLSmyth avatar DavidLSmyth commented on May 18, 2024

Hi Mar, yes this is still an issue for me at least. I think the problem may be something to do with the fact that rocketbox models are imported as "generic" but mocap animations are typically imported as "humanoid". It might make more sense to update the import script so that rocketbox models are by default imported as humanoid if possible. I didn't look into this in great detail so it may be a relatively easy fix. You can find CMU fbxs here: https://yadi.sk/d/DOSssVKK3J469c (CMU mocap website states they are ok with re-distribution). If I can provide any more info or do anything else to help let me know.

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samisuleman10 avatar samisuleman10 commented on May 18, 2024

Hello, I am also having a smilar issue with mixamo animation. My avatar hands are corrupted similar to what is shown in above picture. And when I convert avatar from generic to Humanoid by editing in Assets/Editor/FixRocketboxMaxImport.cs (on line 68: importer.animationType = ModelImporterAnimationType.Human;). There are warnings for invalid parent for BIP0. Please see the attached picture.
HumanoidWarning.

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margonzalezfranco avatar margonzalezfranco commented on May 18, 2024

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margonzalezfranco avatar margonzalezfranco commented on May 18, 2024

Hi David,
I have finally had some time to find a work around for the CMU motions.
Once you assign the humanoid rig on the model
image

Ignore the warnings, you have to make sure to configure the bones like this:
image
Note that the neck bone is also not assigned!
image

This will make the rigging look like this.
image

After that the native animations will work directly in the animation controller.

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DavidLSmyth avatar DavidLSmyth commented on May 18, 2024

Fantastic, thank you!

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