I am using the animation controller to bind the "jump" animation I did onto the rig itself. I don't get any errors. The animation plays. Except it seems to only affect the root joint only. Basically the model moves but not the arms or legs. They stay static. So If i have a character jumping few feet away, the entire model rig will move in jump motion(X and Y axis), but nothing happens with legs and arms.

What's going on?

  • \$\begingroup\$ We know you imported from Maya, but what did you import into? And how did you set up this animation controller? \$\endgroup\$ – DMGregory Aug 30 '18 at 10:30
  • \$\begingroup\$ Unity 3D. Sorry I thought I mentioned it before. I right clicked in the asset folder and created the animation controller, as you normally would. Then I linked my fbx jump animation to the controller and then linked the controller to the actual rig model. Animation plays out but the rig stays in T-pose. Arms and legs don't move at all when they should be. \$\endgroup\$ – john smith Aug 30 '18 at 16:39
  • \$\begingroup\$ Are you using a skinned mesh renderer? Show us how you've set up your object and animations so we can see exactly what you're doing. \$\endgroup\$ – DMGregory Aug 30 '18 at 16:48
  • \$\begingroup\$ Sure thing. Here is the video in play. unityguy.tinytake.com/sf/Mjg4MDE2NV84NjQyODUw \$\endgroup\$ – john smith Aug 30 '18 at 18:07
  • \$\begingroup\$ here are individual screen shots. ibb.co/k4kgf9 ibb.co/cUG9YU ibb.co/msa3tU ibb.co/eLSSL9 ibb.co/fPV3tU \$\endgroup\$ – john smith Aug 30 '18 at 18:10

I have solved the problem. The issue was the binded rig/model itself. Every time I exported it as FBX in Maya, it unbinds the mesh and skeleton. That was why the animation was not properly working in Unity.

I solved it by importing the FBX file back in Maya and re-binding the mesh and skeleton and re-exporting it as FBX. That was it.


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