I have 2 FBXs in my project. They are identically named - top to bottom - in their respective FBX hierarchies. When I bring them both into unity, FBX A is T-Posed & FBX B has an Animation within it as it has been exported from Maya. I import both FBX A and FBX B into Unity and change the Animation Type to Humanoid, change the Avatar Definition to Create From This Model. I then want to apply the animation from FBX B to FBX A by placing the FBX A in the scene, then dragging FBX A onto the Timeline and creating an Animation Track I then go into the project and drag the Animation from FBX B to the Animation Track of FBX A.

When this is done I set the Animation to Remove Start Offset.

FBX A now has the same animation as FBX B - and can be seen doing the same exact motion However, FBX A is now slightly offset from FBX B when you play both the animations in the scene, you can see that FBX B is slightly offset from FBX A.

Can anyone account for this strange behaviour?

  • \$\begingroup\$ Can you show us an example of the offset you're seeing? It's unclear to me whether you're describing a translational, rotational, or temporal offset, or maybe a combination of all three. If you can't show it to us with your real assets for confidentiality reasons, consider reproducing the problem with simple example assets that you can show. \$\endgroup\$
    – DMGregory
    Aug 14, 2020 at 15:03
  • \$\begingroup\$ I have further tested this and concluded this must be a bug, as when I set the Avatar Definition of FBX A (T-Pose) to copy the avatar from FBX B (exported with animation) and then set the Avatar Definition on FBX A to Create from this Model , there is no offset seen. \$\endgroup\$
    – cyo
    Aug 14, 2020 at 16:43
  • \$\begingroup\$ Sounds like something to report to the Unity dev team then. Is there anything you still need from this Q&A post? \$\endgroup\$
    – DMGregory
    Aug 14, 2020 at 17:01


You must log in to answer this question.

Browse other questions tagged .