Closed tejaswiniiitm closed 1 year ago
This issue is resolved. I was using the t-pose given in this project, which has rotation axis order different from the custom bvh files. After I used t-pose also with the same axis order as that of the remaining custom bvh files, the issue resolved.
Hi @JLPM22
To start working with custom DB, as first step, I have created a MotionMatching DB with custom animations( .bvh files). I am using direction predictor network given by you only in this initial step.
When ran in Unity with custom generated DB and with the direction predictor model given by you, the skeleton drawn by gizmos was rendering okay. But the legs meshes are going up.
To understand the issue better , I have attached the screenshot of it.
Do you have idea of what is causing the issue? After going through some part of the motionmatching code, got to know that
SkeletonTransforms
are computed inMotionMatchingController.cs
, and thoseSkeletonTransforms
are applied to the transforms of avatar's Animator inMotionMatchingSkinnedMeshRenderer.cs
. Since it looks like its working correct till computation ofSkeletonTransforms
, not able to understand why avatar's mesh rendering is not proper!NOTE:
skeleton to mecanim
, Hips fwd local vector (0,0,-1) etc.Thankyou!
.