I'm trying to animate a stick figure in Unity, with placeholder animations. Character is built/animated in Blender, exported to FBX. When imported to Unity, everything appears correct in the editor. All animations are imported, and i can preview them normally.

I set up the "rig" section of the model import to use generic rigging. This creates the avatar which is used in mecanim.

I set up a simple "walkForward" animation, and setup mecanim parameters to get it called when the player moved forward; all that works. The animation is called at the right times.

However, during play, as soon as any animation is started on the avatar, the model disappears, and a flood of error messages appear in the console, stating

Quaternion to Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} |=-1#IND00

I'm not altering the animation with any scripts of my own, it's all mecanim. Is there a setting i'm missing?

I'm using Unity, building/exporting my mesh with Blender (latest).

  • \$\begingroup\$ looks like you are getting NaNs in your calculations \$\endgroup\$ – ratchet freak Dec 8 '13 at 19:27
  • \$\begingroup\$ Yeah. The strange thing is, the preview works fine; it's only ingame that it happens. The animation seems fine, but the ingame updates seem to miscalculate it. \$\endgroup\$ – Knetic Dec 8 '13 at 19:33
  • \$\begingroup\$ maybe the initial identity matrix never gets set \$\endgroup\$ – ratchet freak Dec 8 '13 at 19:37
  • \$\begingroup\$ How would i go about finding if the identity matrix is bad? I'm not finding anything on it from a cursory googling. \$\endgroup\$ – Knetic Dec 8 '13 at 19:51

I was never able to find a proper solution to this problem - I eventually gave up on Unity 4. This year I've returned and found that Unity 5 correctly imports the exact same models/animations and everything works as expected.

So; solution is to update to unity 5.

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