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Post by drenyn on Apr 15, 2019 17:31:58 GMT
I just recently purchased the InVector 3rd Person Shooter Template for Unity and was running into an issue when using this avatar with Invector. When using Invector with this avatar, the avatar's shoulders seem pretty high and his mouth/jaw is open really wide. Using it in my own "point and click" player controller is has no issues and looks like it should. Can anyone point me in the right direction as to why this might be happening? Thanks!
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Post by Devistute on Apr 16, 2019 9:49:33 GMT
I think its because the Mouth has Bones in your character. Invector's Avatar/Character doesn't have those. So you need to edit the basic animations, and add the mouth key frame there so it is closed. You can do so by Selecting the Animation under your Animation FBX, clicking the Animation itself in the unfolded area and pressing "CTRL + D". This way the Animations is extracted from the FBX, and can be edited in Animation Tool. You obviously need to replace the old animation with the Extracted one. I could be wrong though, i had the same issue when i was playing around with Unity's Blacksmith assets and didn't look further about the issue. So take this advice as "It might Work", because i haven't tried
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Post by shadex on Apr 17, 2019 2:37:59 GMT
I think its because the Mouth has Bones in your character. Invector's Avatar/Character doesn't have those. So you need to edit the basic animations, and add the mouth key frame there so it is closed. You can do so by Selecting the Animation under your Animation FBX, clicking the Animation itself in the unfolded area and pressing "CTRL + D". This way the Animations is extracted from the FBX, and can be edited in Animation Tool. You obviously need to replace the old animation with the Extracted one. I could be wrong though, i had the same issue when i was playing around with Unity's Blacksmith assets and didn't look further about the issue. So take this advice as "It might Work", because i haven't tried If you go in animation import settings, you can remove the jaw bone. Unity defaults to open mouth if there is a jaw bone in the animation import (where you config the avatar). It saves messing with animations, which works, but can be a pain.
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Post by drenyn on May 15, 2019 6:14:15 GMT
Thank you so much! This seems to have helped with the open mouth issue, but I've not been able to find anything about why the shoulders are so high. It looks to be something with the animations that are used by default, as I made my own simple character controller and imported a different animation and it had no issue.
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Post by Invector on May 17, 2019 15:34:49 GMT
If you don't want to re-rig your character, I think you can play with the Muscle options to lower down a little bit
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Post by drenyn on May 22, 2019 3:33:19 GMT
I think there it must be something with the idle animations causing the issue, because I played around with the muscle options and it didn't change very much unless I made it extreme and then the arm just flailed about, however just creating a very basic character controller with a different idle animation seemed to solve the problem. I created the character with Character Creator 3, not sure if there is some issue with using their rig with the Invector 3rd person template.
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Post by nitrox32 on Aug 7, 2019 2:56:41 GMT
The open mouth is a bug with cc3 and the way it imports. Their suggestion is to remove the jawbone from all of your cc3 characters after importing into Unity. I don't remember the setting on their import script, but there is only one. Untick that before you click done otherwise your your change will not take hold. You can find more info on their forum. I've had the same problem. Removing the jawbone works for me.
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Post by deidrereay on Jan 6, 2020 18:47:40 GMT
Could I get some help and maybe some links for this issue?? I am using CC3 and running into the same problem and looking for a quick fix that hopefully does not make the mouth animations destroyed i.e (losing the jawbone) Any help would be appreciated!!
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Post by lokiare on Apr 16, 2020 2:19:15 GMT
Could I get some help and maybe some links for this issue?? I am using CC3 and running into the same problem and looking for a quick fix that hopefully does not make the mouth animations destroyed i.e (losing the jawbone) Any help would be appreciated!! A fix is to open the animator for the character, create a new layer, set it to override (click the gear) Create an animation add CC_Base_Body->Skinned Mesh Renderer->Blend Shape->Merged Open Mouth. Set it to -50, create one or two keyframes. Create a new empty state in the new layer. Add the animation. You can set it up to a boolean so you can turn it off before doing an animation with the face.
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