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some generic clips use transforms that are already bound

Animation in Unity is a powerful tool that allows developers to bring life to their characters and environments. One of the common issues that developers encounter when working with animation clips is when there are mismatches between the type of animation clips (humanoid vs. generic) and the type of character model (humanoid vs. non-humanoid). These mismatches can lead to a variety of errors, such as binding issues, transform errors, or unexpected behavior during gameplay.

In this article, we will take a deep dive into resolving issues related to generic animation clips, transforming humanoid characters, and animator binding problems. This includes tackling issues like converting homemade generic animation clips to work with humanoid avatars, handling IK (Inverse Kinematics) problems, and fixing animator errors that occur when mixing humanoid and generic clips.

Understanding Animation Clips in Unity

Before diving into the specific issues, it's essential to understand what "generic" and "humanoid" animation clips are and how they work in Unity.

Humanoid Animation Clips

Humanoid animation clips are designed for use with characters that have humanoid rigs, which are rigs structured similarly to a human skeleton. These rigs have specific bones that represent human body parts, such as the head, spine, arms, and legs. The humanoid animation system in Unity is optimized to take advantage of this structure, providing features like retargeting, which allows one animation to be applied to any humanoid character, regardless of the character’s size or proportions.

When you set an animation clip to be "humanoid" in Unity, the engine will map the animation to the specific bones in your character's humanoid rig. This type of animation is designed to provide more efficient and natural movement for humanoid characters, utilizing Unity's built-in IK and Avatar system.

Generic Animation Clips

Generic animation clips, on the other hand, are not tied to a humanoid rig and are often used with non-humanoid models. These clips work on a model’s transforms, which are the basic positional, rotational, and scale data for each object in the model. Generic animation is more flexible and can be used on any type of rig, whether humanoid or not.

While this system is great for a variety of characters, it does not provide the same benefits as the humanoid animation system, such as retargeting or built-in IK support.

Common Issues with Animator Binding and Animation Clips

When working with generic animation clips and humanoid avatars in Unity, several common issues can arise, particularly with animator binding and transform management. These issues typically occur when you try to use a generic animation clip to control a humanoid character’s transform or when you mix both generic and humanoid clips in the same animator.

1. Animator Binding Issues

Animator binding issues typically arise when Unity can't correctly map the bones of a generic animation clip to the bones of a humanoid character. This can happen if the animation clip is still set to "generic" while trying to apply it to a humanoid character. Unity uses the Avatar system to map a humanoid animation clip to a humanoid rig, but if the animation is set to "generic," this mapping does not occur, causing the character to behave unpredictably.

# How to Fix Animator Binding Issues

To fix this issue, you should go to the Inspector window of your animation clip, and change the Animation Type from "Generic" to "Humanoid." This will prompt Unity to use the Avatar system to bind the animation clip to the correct humanoid bones. Here's the step-by-step guide to fixing this problem:

1. Select your animation clip in the Project window.

2. In the Inspector window, under Rig, change the Animation Type to Humanoid.

3. Apply the changes and re-test the animation.

This change will allow the animation clip to correctly map to your humanoid character and resolve binding errors.

2. Converting Homemade Generic Animation Clips

Homemade animation clips, especially those created outside of Unity or in software like Blender or Maya, are often set to "generic" by default. However, if you want to use these clips on a humanoid character, you need to ensure the clip is compatible with the humanoid system in Unity.

# Steps to Convert Homemade Generic Animation Clips

1. Ensure the Rig is Humanoid: First, ensure that your character model in Unity has been configured as a humanoid rig. You can do this in the Rig section of the Model's import settings.

anim errors in Animator comp / UMotion

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some generic clips use transforms that are already bound - anim errors in Animator comp / UMotion
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