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Avatar ins't configurable and does not have TranslationDOF

Open asgharas opened this issue 1 year ago • 6 comments

When importing an avatar in .glb format and choosing Mecanim Humonoid as Animation Type, the avatar of the model is not configurable in Unity. Also, the imported model's avatar does not has the TranslationDOF option.

A normal avatar from an FBX does have a configurable avatar and the TranslationDOF option.

FBX Imported Avatar

image from Normal Inspector View image from Normal Inspector View image from Debug Inspector View image from Debug Inspector View

GLB Imported Avatar

image from Normal Inspector View image from Normal Inspector View image from Debug Inspector View image from Debug Inspector View

asgharas avatar Oct 29 '24 06:10 asgharas

I was about to report the same problem and I saw that this was 7 months ago with no response here.

I recently started using UnityGLTF and I love it (for non animating models) but it would be useless without supporting Mecanim Avatar.

If configuration implementation is not viable due to limited manpower available for this project, it should at least list of detected/undetected bones in the model rig.

I can try to make a PR for something like this but I really have no idea about importing a rigged model and avatar creation.

XtroTheArctic avatar Jun 02 '25 14:06 XtroTheArctic

As I mentioned in another ticket #796, the avatar configuration system is very much needed in UnityGLTF because... Even Unity itself can't recognize all possible bone names in many many different models but since we have the configurability for FBX, it didn't become a major problem for us for many years when we were using FBX. Without the avatar configurability, GLTF usage can not be viable for many developers like me.

Do any of the developers of UnityGLTF know how is Unity able to show the configure button when the avatar imported from FBX is selected and the same button doesn't show up when the avatar imported from GLTF is selected?

Also, please note that the avatar from GLTF is always named as "Avatar" regardless of the model name unlike FBX. That needs some fixing too. I'll give it a try.

Image

XtroTheArctic avatar Jun 03 '25 00:06 XtroTheArctic

Hmm. When I duplicate the configurable avatar from FBX as an individual asset, it doesn't show the configure button either. The configure button should be part of the FBXImporter Inspector component.

XtroTheArctic avatar Jun 03 '25 00:06 XtroTheArctic

but it would be useless without supporting Mecanim Avatar

Thanks for going over some issues and adding feedback, but please keep things serious and polite.

As I mentioned in the other issue, unfortunately the avatar editing tools are internal components inside the ModelImporter in Unity (which is used for FBX) and can't be accessed from package code (nor can you, as you saw, configure an extracted avatar). We might be able to add script callbacks to support more varied usecases.

hybridherbst avatar Jun 03 '25 10:06 hybridherbst

Sorry, I didn't mean any offense. I think I was going to add this part in quotes below at the end of the sentence but I forgot. Actually I didn't even notice I forgot it until I see your message and I was surprised when I checked and see that it was missing. Sorry again.

it would be useless without supporting Mecanim Avatar "for character animation usage".

UnityGLTF is extremely superior compared to Unity's alternative and the other 3rd party one and I extremely appreciate the time and effort you people spent on this. I really fell in love with it in the last 2 weeks and that's why I'm trying to step up and to figure out the parts which feels missing(#794) or incorrect(#856) as much as I can. Believe me, I have really no free time in my life but I'll continue spending some time on this to make it better if possible.

This avatar creation thing really needs some improvement. I know that implementing something similar to Unity's avatar configurator is very hard but at least we need to be able to see the results (bone assignments) after the import process somehow. I'm planning something in my mind. Will share it hopefully soon.

XtroTheArctic avatar Jun 03 '25 14:06 XtroTheArctic

Instead of hijacking this ticket, I created my own ticket #859. I'll continue my research and possible implementation there.

XtroTheArctic avatar Jun 05 '25 04:06 XtroTheArctic