I am trying to re-target an animation in Godot, but it looks horrible. I tried to play around with all of the BoneMapper settings, but nothing worked. However, when I tried to re-target the same animation in Unity, it works beautifully. Can you help me figure out what can I do to fix this animation issue in Godot?!
Godot re-target:
Unity re-target:
There are 2 videos uploaded, one is from Godot re-target and the other is Unity.
More context:
All of the rest poses are T-Pose
All of the BoneMapper/Avatar are mapped exactly the same in Godot and Unity
It looks like the root is attached to the lowest spine bone, when the root should be attached to the second lowest spine bone, and the lowest one (the “hip”) should be parented to the second lowest. (if it makes sense…)
I create my skeletons in Blender so don’t really know how to change them in Godot. But if you click the Skeleton3D, on the right panel in the editor you should see the structure of the bones and you can drag&drop them to reparent them, maybe you could fix it that way. (I don’t know of the top of my head if you can do that in the import window)
Hey thanks for the suggestion, you steered me in the right direction. I resolved the issue. The main thing here is that XBot is missing a waist bone. Once I added a waist bone with the exact same name as the original animation, it works. It’s weird how Unity is able to solve this without XBot needing a waist bone, I guess Unity must’ve interpolated the hip bone translation in such a way that it doesn’t need the waist bone.